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1 total messages Started by bu... andrew griffin Sat, 04 Nov 1995 00:00
C&C: general.mix info
#23
Author: bu... andrew griffin
Date: Sat, 04 Nov 1995 00:00
270 lines
9696 bytes
Here is an update of the file I posted a couple of days ago. It contains 
a lot more information.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GENERAL.MIX: SOME BASIC EDITING INFORMATION
Revision 2                                            5 Nov, 1995.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section deals with some basic information that I found out
about the general.mix file after a brief look at it and a bit of
a fiddle around. I'm not going to produce an editor, which is 
why I'm making this information public.
--------------------------------------------------------------------
Preliminary general.mix editing notes:  (bu...@adam.com.au)

All these abbreviations were found in the game.dat file. I didn't work
out each one by trial and error :)

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.
   [NEW: just received word that you get this when playing capture the
   flag and specify vehicles only]

*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.
   [NEW: you can't control where it goes; it just moves to the left until
   it leaves the screen, then moves right. You can control where it shoots.
   It takes no account of what it passes over (can pass over units, hills,
   buildings, everything without doing anything [doesn't squash infantry]).

*5 Dinosaurs. No apparent graphics except for their death animations.
   [NEW: there are some multiplayer maps with the theme: Untamed Land
   that have dinosaurs in them. Haven't played MP C&C yet, so don't know
   if we can play these maps.]


There are 4 'houses': GDI, NOD, CIV and JP. These are represented by:
GoodGuy, BadGuy, Neutral and Special.

NEW:
You can set vehicles to be of house Special or Civilian, and if you are
not allies with them (in the Allies field), your troops will attack them,
and they will attack you.
So, it may be possible to have 3 different computer opponents on the
same map (ally them all, or not) and try that. A bit later I'll try and
set up a Special base with a weapons factory and see if it does anything.

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.
   [NEW: yep, these are the civilians.]

*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.

Available Building Abbreviations (in the [STRUCTURES] section)
--------------------------------
TMPL  Temple of Nod (*1)
EYE   Advanced Communication Centre (*2)
WEAP  Weapons Factory
GTWR  Guard Tower
ATWR  Advanced Guard Tower
OBLI  Obelisk of Light
GUN   Gun Turret
FACT  Construction Site
PROC  Refinery
SILO  Silo
HPAD  Helipad (*3)
HQ    Communication Centre
SAM   SAM site
AFLD  Airfield
NUKE  Power plant
NUK2  Advanced Power plant
HOSP  Hospital (*4)
BIO   Biotechnology Laboratory (*4)
PYLE  Barracks
HAND  Hand of Nod
ARCO  Civilian Building (*5)
FIX   Repair Bay
V01   }
 :    } (*6)
V37   } 
MISS  Technology Centre (*4)

*1 You can't get the nuclear missle just by building this. There is 
   obviously a check to see whether you can use the nuke.

*2 You can use the Ion Cannon by giving yourself this building. It
   doesn't matter which level you build it at (you could convert
   the barracks on gdi level 2 to an adv. comm centre to get the ion
   cannon on that level).

*3 Don't know if this comes with a helicopter or not if you start with
   it.

*4 The special buildings that you encounter throughout C&C. They do 
   nothing for you.

*5 Just gives the title 'Civilian Building' when the cursor is over it.
   Looks like no other civilian building however.

*6 These are almost certainly the civilian buildings (they are in the
   correct place for them).

Available Fence Abbreviations (in the [OVERLAY] section)
-----------------------------
SBAG  Sandbag 
CYCL  Chainlink (cyclone fence)
BRIK  Concrete (brick wall)
BARB  Barbed wire
WOOD  Wooden fence


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.

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           only for multiplayer maps
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          definitely 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 file to use - desert, temperate or winter.
Y, X            maybe the x and y positions you start at? don't think so.

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.

[STRUCTURES] contains the information about the vehicles that are already
in the game.
They have a number of fields:
  A number to specify the building, then
  Name, then
  Type, then
  Hit points (256 gives them max hit points, anything lower means
    they are damaged), then
  Location
  Then another few fields which I don't know about.

Location is stored as a single value, not as (x,y) coordinates. Use the
Width and Height fields to work out roughly where it will turn up. The
numbering starts in the upper left hand corner.
To work out where (x,y) it will appear:
y = abs[(location)]
        ----------
         (height) 
x = location - (y * width)

Where abs is the absolute (integer) value of the division 
(eg. 3.XXX is 3, 28.899 is 28).

[UNITS] is stored in the following manner:
  A number to specify the unit, then
  Which side they belong to, then
  Type, then
  Hit points, then
  Location, then
  Something???, then
  Current action (guard, hunt etc), then
  Seomthing??

[OVERLAY] contains information like what type of fences are there. See 
"Available Fence Abbreviations" for the available types.
It just contains the location (see above to find where it will appear),
then the type of overlay it is.
Also contains the location of crates. Crate types that work so far are
WCRATE and SCRATE. I don't know if they have set contents or not.




-- 
Andrew Griffin                    bu...@adam.com.au
http://adam.com.au/~buggy
BUGGY editors for buggy games...
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