View Full Version : CCmap 3.1
16-02-2009, 12:29 AM
Wow, again -.-...
For the CCmap 3.1 editor (whatever you call it), how do you make triggers that let you win or loss, do you just make them and leave them or do you acually need to do something with it after you have made it, and how do you play it? The manual that comes with it says there's a section for it but I didn't find it.
Note: I didn't quite get the manual so if it says it in there, I might of just overlooked/didn't understand it.
Edit: And how do I allow reinforcements to come from the side of the battlefield, do I make it with the trigger and place it or do I make the trigger and then place the unit(s) in the area with the trigger activated for it?
16-02-2009, 11:24 AM
Look at the original missions in general.mix for examples.
A complete guide to editing triggers, teamtypes etc can be found here:
16-02-2009, 03:38 PM
How do you open and look at those files though?
Edit: some of my triggers aren't working, I made a reinforcement one and it won't work, same with one that makes you lose... Not sure if the other triggers work...
17-02-2009, 01:35 AM
As for how to open mix archives... XCC Mixer.
As for how to open C&C mission files... well in case you hadn't noticed, they're a pair of files, one is a .ini file, the other a .bin file.
The .bin files are binary files containing the terrain (grass, rivers, cliffs, etc), and can't be edited without a map editor.
The .ini files are plain text, and they contain everything else (added units, buildings, trees, walls, the win/lose videos configuration, the briefing text, triggers, etc). You can just open them in Notepad by double-clicking on them.
17-02-2009, 01:42 AM
I know how for the for the mission files. Just having problems with the triggers...
Hmm, I'm not really sure how to use it lol
Ok that is way to complex for me to use.
21-02-2009, 12:01 AM
Ok, could anyone gimme a syntex code for winning when you capture a technology center, playing as the good guys.
I cannot get mine to work -.-
22-02-2009, 03:49 PM
That depends. If you also have to lose if the building is destroyed, look at Nod mission #3.
Of course, the MISS to capture is probably owned by Badguy in your mission then.
Otherwise, if you don't want the destruction to trigger a Lose trigger (for example, if it's just one of several ways to win) the trigger action is Player Enters, linked to the building. Though in that case, blowing it up with a commando has the same effect, since it also enters the building :P
Note that in that case, the player who enters has to be Goodguy. The owner linked to a trigger is ALWAYS a restriction on the side that can CAUSE the trigger to activate. It has nothing to do with which player gets the effect. After all, a Win trigger is always for the human player.
22-02-2009, 08:13 PM
I think I did it right :)
Now the problem is the AI...
23-02-2009, 04:26 PM
Eh. Copy some Create Team triggers and the corresponding teamtypes, and tweak em until they're right for your mission. The general syntax of teamtypes can be found in the text file I linked to in my first reply, and CCMap's teamtype editor is pretty good at making and editing those.
Just remember that the AI doesn't produce or rebuild anything until you have activated the Production trigger. Most missions just activate that from the start, with time,Production,3 or something (time,Production,0 might give problems, since the first timed moment after the mission start is probably "1").
23-02-2009, 10:52 PM
I'll have some people at TiberiumWeb do the triggers for me, I doubt I will be able to do it -.-
24-02-2009, 12:48 AM
Really, it's not that hard. And you can't rely on other people to make the core programming of your mission... that's the part that actually determines whether the mission is hard or easy.
24-02-2009, 01:24 AM
I will check on it after they have done it -.-
And I'm to lazy to do it myself...
25-02-2009, 12:29 PM
If you're too lazy to make missions, then DON'T make missions? -_-
25-02-2009, 10:56 PM
K, they I won't...
Thanks for helping -.-
10-04-2009, 02:57 PM
Hi Is there a way to get a manual of the CCMAP v3.1 or just something else that expains the .ini file of the map in detail?! I've been looking for some kind of manual but I can't find anything except some small "help files" where they explain it very roughly with most things are left unexplained... Are there still webpages where this stuff is explained or are they already taken offline?
11-04-2009, 11:05 AM
See my first reply in this topic... I linked to a full guide there, with details on all ini possibilities, and even some examples.
oh, btw, the guide says the C&C mission files are limited to 16k. Note that this is no longer true if you install patch 1.06b (http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/): it raises that limit to 50k.
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