Thread View: alt.games.command-n-conq
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Started by bu... andrew griffin
Thu, 02 Nov 1995 00:00
C&C: editing general.mix
Author: bu... andrew griffin
Date: Thu, 02 Nov 1995 00:00
Date: Thu, 02 Nov 1995 00:00
148 lines
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5319 bytes
I hope this encourages someone to write a scenario editor for C&C.
Visceroids vs. minigunners would be an interesting one :)
just a little text file I whipped up after a short look at general.mix
and game.dat.
Preliminary general.mix editing notes: (bu...@adam.com.au)
Available Unit Abbreviations (entered as vehicles in general.mix)
----------------------------
VICE viceroid
FTNK flame tank
STNK stealth tank
LTNK light tank
MTNK medium tank
HTNK mammoth tank
MHQ mobile HQ (*1)
LST hovercraft (*2)
MLRS Nod SSM
ARTY mobile artillery
HARV harvester
MCV MCV (*3)
JEEP Humm-Vee
BGGY Nod buggy
BIKE recon bike
MSAM rocket launcher
APC APC
BOAT gunboat (*4)
TRIC triceratops (*5)
TREX tyrannosaurus rex (*5)
RAPT velociraptor (*5)
STEG stegosaurus (*5)
*1 This is a unit I haven't seen before. Has a little radar thing on
the top (no effect), but has no weapon. Does nothing that is apparent.
*2 Can't control these. It moves south after a while.
*3 Changing a vehicle to an MCV allows you to build a base in missions
where you normally aren't allowed to.
*4 Haven't tried putting this in. Wonder if you can control it or if it
can move over land
*5 Dinosaurs. No apparent graphics except for their death animations.
There are 4 'houses': GDI, NOD, CIV and JP. These are represented by:
GoodGuy, BadGuy, Neutral and Special. I gather that the Jurassic Park
was part of the multiplayer menu in an in-house version of C&C (from
parts of game.dat)
Available Infantry Abbreviations (in the [Infantry] section of general.mix)
--------------------------------
E1 minigunner infantry
E2 grenade infantry
E3 rocket infantry
E4 flamethrower infantry
E5 chem warrior
E6 engineer
RMBO commando (*1)
C1 }
C2 }
C3 }
C4 }
C5 } (*2)
C6 }
C7 }
C8 }
C9 }
C10 }
Special Infantry
----------------
Moebius }
Delphi } (*3)
Chan }
*1 RMBO is obviously short for Rambo and represents the commando, although
I haven't tried this out.
*2 These would have to be the civilians (there are 10 different types?).
Again, haven't tried these.
*3 The important people encountered (to kill/save) in C&C.
All these abbreviations were found in the game.dat file. I haven't tested
them all out (naturally), mainly focussing on the vehicles. The MLRS is
the nod SSM (what a slow reload time!) which is a bit strange as in the
manual I have, the rocket launcher is caled the MLRS.
Other Parts of the File
-----------------------
All this information is stored as text, which makes it a bit easier to
read and guess at what it does.
Most of these are guesses. There is much more stuff in there, this is
just a start.
The beginning of each section is marked by a title in [..]'s. Some are
[BASIC], [MAP], [UNITS] etc. [BASIC] seems to come first - there is certain
to be a definite order in which it is decoded.
Stuff in [BASIC]:
CarryOverCap no idea, always seems to be -1
CarryOverMoney the percentage of the money from the previous mission you
get to keep?
Intro the video that gets played as an introduction to the mission
BuildLevel this should affect what you can build, but doesn't seem to??
Theme there never seems to be a theme
Percent no idea
Lose the video that gets played if you lose the mission
Player who you can control? Don't know.
Brief the briefing video that gets played
Action the video that gets played right before the mission (such as
the parachute drop or hovercraft landing)
Win the video played when you win
Stuff in [MAP]:
TacticalPos no idea
Height probably the height of the map - will probably screw up if
changed without editing the map
Width as above, but for the width
Theatre which graphics to use - desert, temperate or winter.
Y, X maybe the x and y positions you start at?
Then comes [GoodGuys], [BadGuys], [Neutral] and [Special]
They contain:
FlagHome for multiplayer games?
FlagLocation for multiplayer games?
MaxBuildings max. number of buildings that can exist for that side at the
same time?
Allies the people who you don't attack - explains why GDI sometimes
attack the civilians in some missions.
MaxUnits max. number of units that can exit for that side at the same
time?
Quota no idea
Credits amount of money you start with (multiply by 100 to get amount)
Edge no idea? where you start?
Other entries include: [UNITS], [STUCTURES], [TERRAIN], [WAYPOINTS]
and many others.
--
Andrew Griffin bu...@adam.com.au
http://adam.com.au/~buggy
BUGGY editors for buggy games...
Re: C&C: editing general.mix
Author: t... Tim Brutton
Date: Fri, 03 Nov 1995 00:00
Date: Fri, 03 Nov 1995 00:00
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1235 bytes
bu...@adam.com.au (andrew griffin) wrote: [deletia] > MHQ mobile HQ (*1) > *1 This is a unit I haven't seen before. Has a little radar thing on > the top (no effect), but has no weapon. Does nothing that is apparent. In the multi player game, if you turn the BASES option off, you get one of these. By default, every other unit you control is set to guard it. I've not played with this multiplayer variant so I don't know if like, blowing it up causes you're opponent to suicide or something. -- Tim Brutton (KoX) | ============================== t...@arcady.demon.co.uk | For my PGP 2.6 key, send email IRC - Oneiros | with "Send PGP" as the subject http://metro.turnpike.net/O/Oneiros/ | ==============================
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