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Holland

Brand new Tutorial for new map makers: CREATE YOUR OWN MODS!

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THIS IS A TUTORIAL FOR BASIC MODDING. I DECIDED TO MAKE THIS JUST TO MAKE IT EASIER FOR YOU TO CREATE WHAT YOU WANT. IF YOU WANT SOMETHING THAT’S NOT LISTED IN HERE, FIRST MAKE SURE ITS POSSIBLE BY ASKING ME OR ANYONE ELSE THAT HAVE ALREADY MOD TIBERIAN SUN INSIDE OUT (This will work for some other CnC games and their codes too).

 

Looking up codes for Units and Structures

There are 3 ways of looking up the codes you need:

 

1.We can look up which code we need for editing units, from Rules.ini and firestorm units in Firestorm.ini in the Tiberian sun folder. The easiest way to find what we want to edit, is to press CTRL+F, to open the “Find” option and find any unit. For example you type Construction yard, you will find the code [GACNST] above it, copy/paste this anywhere in your map file.

- The best software is notepad++ here is the download:  https://ninite.com/notepadplusplus/

2. In Final sun, when you place a building or unit in the map, and you place your mouse cursor on it, you will see the code in the bottom left corner. You can type this code in the map file [between-these-symbols], or –while you’re in final sun anyway- Click Edit -> INI Editing. And Add this code. Select it from the dropdown, and from there you can add keys (lines, like Immune=yes) (Make sure Beginners mode is turned off In Options)

 

3. All of the codes are perfectly organized in TibEd. http://www.tibed.net/files/tibed171.exe Which u can download here. You have the option here to 'Save changed to your map', but I recommend copy pasting the codes manually to your map, i used to use this software alot, but i learned that using rules.ini is just the best.

 

• you can open .MPR files by right click -> open with -> wordpad)

• All maps and your Final sun maps will be saved In YourDirectory\TiberianSun_Online\Maps\

 

 

Editing codes

IT IS VERY IMPORTANT TO REMEMBER all the capitals! (For example if you type: Techlevel=-1, it won’t work. This will work: TechLevel=-1

 In this case Minus 1 means Unbuildable.

 The game will always read rules.ini, but the edits you make in a map will overwrite those!

 Just for tutorial purposes, I will mod the construction yard ridiculously!

 

[GACNST]
Name=Pimped Construction Yard
Strength=2000
Capturable=false
Power=1250
SuperWeapon=DropPodSpecial
 

 

So if you copy/paste this into your map file, Everyones construction yard wil:

be twice as strong; gives u lots of power; be charging the droppod (firestorm game), and is unable to be captured by engineers.

 

 

WEAPONS

 

Now lets give the Construction yard A weapon and a turret.  Just for tutorial purposes. We can edit or add the weapons with the code 'Primary='. This is the code mostly used. 'Secondary=' is its second weapon. Lets open up "Weapons" in TibEd to have the list of all weapons.

 

To give our Yard an existing weapon, pick one from the list and put it at Primary, I choose BikeMissile

 

So, under [GACNST] we add:

Primary=BikeMissile

 

To give it a Turret, we need to be creative. What do you think will look good on the construction yard? The animations that works best are vehicles and ofcourse existing turrets.

 

Turret=yes
TurretAnim=ICBM
ThreatPosed=0
TurretAnimX=1
TurretAnimY=7
TurretAnimIsVoxel=true
TurretAnimZAdjust=-100

 

I'm using a large ICBM Vehicle as turret, which looks funny, go ahead and play with this. Adjust the position of the turret by changing the numbers on X and Y, behind, inside or on front with ZAdjust. (-100 is all infront) Simply give the TurretAnim= a vehicle code or turret code. Some turret codes are:

PULSCAN  (emp turret)

NASAM_A (sam turret)

You can look up in TibEd which structure uses which TurretAnim

* On this topic you can learn how to find the right values for positioning the turret, and the barrel (where the projectile comes from): http://www.ppmforums.com/viewtopic.php?highlight=weapons&t=33833, but they are usually correct already.

 

To give our cnstrcn yard our own weapon

 

We can Give it any name, just refer it by giving the same name in Primary=

And to make it easier, Open TibEd, and just copy/paste from an existing weapon, like RPGTower

[RPGTower]
Damage=110
ROF=80
Range=8
Projectile=Lobbed2
Speed=30
Warhead=RPG
MinimumRange=2
Report=GLNCH4

Edited:


[Zapzap]
Damage=200
ROF=150  ; (Rate of Fire)
Range=5
Projectile=ZapzapPR
Speed=30 ; 5
Warhead=RPG
MinimumRange=2
Report=GLNCH4

I will make an electric looking weapon. Lets create a different Projectile animation. I will name it ZapzapPR (see above). In TibEd, click on Animation Overlays. You can use any of these, but only some will work. You can also use any Vehicle, as projectile, 'CAR' looks like a nice big rocket, or even an infantry! Its rediculous but funny. I will make my weapon Electric looking by giving it the 'Infantry Zap death' animation, named 'ELECTRO' (we have to use existing images and animation for mods)


[ZapzapPR]
Image=ELECTRO
Arcing=true

Now you can do the same with Warheads, warheads is all the things that happends beside the weapon damage (and its particles). Open up warheads in TibEd and see all the things u can make it do. Now a nice warhead animation for an electric weapon I think should be, is the EMP effect animation (looked up in Animation Overlays in TibEd)


[ZapzapWH]
Spread=0
Verses=100%,100%,100%,100%,100%
AnimList=EMP_FX01
InfDeath=5
ProneDamage=170%
 

 

(For the entry 'InfDeath='  0 is instant die, 1 is twirl die, 2 is explodes, 3 is flying death, 4 is burn death, & 5 is electrocution.

The entry 'Spread' is to devide the damage in this number of cells, so 0 is 100% damage, 1=50% damage on 2 cells, 2=25% damage on 4 cells, etc. So if u use 4, u can multiply the weapon's damage amount by 4 if you want

For the entry 'Verses' its the amount of damage for the armor. So if you want this weapon to be more effective for certain units or structures, check What unit/structure has which armor. The list goes in order like this: none/light/wood/heavy/concrete)

 

Okay, we made ourselfs a weapon. Now this is what you gotta put in your map file to have a pimped up Contruction yard with a electric zap weapon with turret:

 

[GACNST]
Name=Pimped Construction Yard
Strength=2000
Capturable=false
Power=1250
SuperWeapon=DropPodSpecial
Primary=Zapzap
Turret=yes
TurretAnim=ICBM
ThreatPosed=0
TurretAnimX=1
TurretAnimY=7
TurretAnimIsVoxel=true
TurretAnimZAdjust=-100

[Zapzap]
Damage=200
ROF=150
Range=7
Projectile=Zapzap
Speed=30 ; 5
Warhead=ZapzapWH
MinimumRange=2
Report=GLNCH4

[ZapzapPR]
Image=ELECTRO
Arcing=true

[ZapzapWH]
Spread=0
Verses=100%,100%,100%,100%,100%
AnimList=EMP_FX01
InfDeath=5
ProneDamage=170%

[Warheads]
100=ZapzapWH
 

 

So we created a different Projectile and warhead for the weapon too, you don't have to do that and just give it an existing one. As you can see we had to add the new warhead to the list of warheads. Only Warheads needs to be listed new (I use number 100 to not override existing ones), same for new vehicles and structures, aircrafts and infantry that you created all need to be listed as new by simply copy pasting its [Types] in your map and adding your unit code.

 

So we know now how to edit an existing Structure. To make a new structure, we can simply copy paste the codes from an existing structure from Tibed (or Sun.ini), and just give the code an different name, but just like warheads, list it in the structure list:

[NEWSTRUCTURE]
Image=GAFIRE
Name=New structure
Strength=1000
Armor=Concrete
Prerequisite=RADAR,TECH
Adjacent=8
TechLevel=1
Sight=4
Owner=GDI,Nod
Cost=300
Points=40
Power=100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=yes


[buildingTypes]
1000=NEWSTRUCTURE

 

Image

So first you wanna decide where it looks like, and how it appears in the sidebar. If you use a building that usually not buildable, it will have a grey icon in the sidebar, which i personally like to avoid to have more then 2 or 3 of those just to avoid confusion. For this, use 'Image=' and give it a building code, in the case above - GAFIRE - it looks like a Firestorm generator.

If you want the image to look like A vehicle image, read 'Other stuff' below

 

Owner and Prerequisite

its important to decide when u can build it, and who can build it.

Prerequisite=  the building that allows you to build it, so if u want to build it right when u deploy your mcv, put in: Prerequisite=GACNST.  If you want it from two structures, type: Prerequisite=NAHAND,NATECH (hand of nod and nod tech center)

Then make sure its only owner is Nod, with Owner=Nod.

If you want to make a building for both sides, these are the codes for both sides of structures:

BARRACKS, FACTORY, POWER, RADAR, TECH. and u can put it for both owners: Owner=GDI,Nod

 

 

Vehicles

Same thing for creating new vehicles: Put it in the list of vehicles:

 

[NEWVEHICLE]
Image=APC
copypasteyourstuff=righthere
codes codes codes,
blablabla

[VehicleTypes]
100=NEWVEHICLE
 

 

To edit the animations of a vehicles is different. yes we can make a driving banshee with Image=SCRIN, make it hover, with MovementZone=  and SpeedType=  (just look inside TibEd -> Vehicles), but there are just a few mixes discovered.  Only the 4TNK (mammoth tank), TTNK (tick tank) and SONIC (disruptor) have turrets. We can make them look funny with Turret=No. We can give these turrets to some other vehicles by changing the Original [4TNK]'s image to the desired vehicle. so Image=APC, under [4TNK] will give APC the mammoth turret, which looks awesome!!,  and you can give it a weapon too to complete it.

So to make vehicles look different use the Original vehicle codes: [TTNK], [sONIC] and [4TNK] and use any vehicle code u wish u have its turret. So another example, Lets give Attack Buggy a Turret, choose from one,  lets say Ticktank turret:

 

[TTNK]
Image=BGGY

 

But ofcourse, it needs to have the same codes under [bGGY] to keep it being an attack buggy.

It also means we have to: recreate Ticktank, by just Cloning it, copy pasting its codes, and give it a different name and list it under VehicleTypes. And we have to Delete the Original [bGGY] by giving [bGGY] TechLevel=-1.

 

You will have these codes in your map file:

 

[VehicleTypes]
100=NEWVEHICLE ; just add the next number to the list you have:
101=TTNK2 

[bGGY]
TechLevel=-1

[TTNK]
Image=BGGY
Name=Attack Buggy
Prerequisite=NODFACTORY
Primary=RaiderCannon
Category=Recon
Strength=220
Armor=light
Turret=no
IsTilter=yes
TechLevel=2
Sight=6
Speed=10
CrateGoodie=yes
Owner=Nod
Cost=500
Points=25
ROT=8
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=CRUSHER
ImmuneToVeins=yes

[TTNK2]
Name=Tick Tank
Category=AFV
Prerequisite=NODFACTORY
Primary=90mm
Strength=350
Armor=light
TechLevel=3
CrateGoodie=yes
Sight=5
Speed=6
Owner=Nod
Cost=800
Points=40
ROT=5
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
DeploysInto=GATICK
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
EliteAbilities=SENSORS
Elite=120mmx
AccelerationFactor=0.01
ZFudgeColumn=8
 

 

 

 

For airplanes, they don't have any turret. Unless you discovered a way to make them different, tell me. Same for new planes, add it to the list and copy/paste it in your map:

 

[AircraftTypes]
100=youraircraft

 

You can give Airplanes a Vehicle Image. SUBTANK (Devil tongue) is one that looks great flying.

 

[youraircraft]
Image=SUBTANK
cloned codes
cloned codes
blabla


Same for new Infantry, add them to the InfantryTypes list, and copy/paste it in your map


[infantryTypes]
40=YourINF


[YourINF]


Other stuff:


BridgeRepairHut=yes ; Together with immune=yes this will make it unable to place C4
Immune=yes
Adjacent=200 = u can build this 200 cells away (basically on the entire map)
Crewed=yes = There will be infantry coming out when exploded/sold

You can see how you can be creative with swapping images and animations. Ive added some mod map files attached for you to look inside, and see what looks awesome. Like the Mobile stealth generator on top of an EMP building, looks very amazing! If you made up something awesome, let me know!


So the game will crash if we give buildings an vehicle image, unless it contains the code 'BarrelAnimIsVoxel=true'
Which means we give it a turret. (i accidently discovered this when messing with juggernaut, which is the only unit using this code)
The building will look kinda funny with the vehicle's image back facing you, so we give it an animation like this:


BarrelAnimIsVoxel=true
VoxelBarrelFile=ORCATRAN
VoxelBarrelOffsetToPitchPivotPoint=-0,0,0
VoxelBarrelOffsetToRotatePivotPoint=0,0,20
VoxelBarrelOffsetToBuildingPivotPoint=0,0,0
VoxelBarrelOffsetToBarrelEnd=35,75,0
VoxelBarrelScale=.75
StartFacing=4 ; DIR_S = 4 << 5
StartPitch=2 ; DIR_E = 2 << 5

 

You can edit/delete the offset lines and play with it a little.

 

Cncnet contained the art.ini inside of .mix files. You can use XCC Mixer to extract it (install xcc utilities, open with admin rights), plus anything else you want.

 

 

jacker zone.mpr

modmix.mpr

Balanceville.mpr

TT2.mpr

Twighlight.mpr

Edited by Holland
forum theme upload deleted attached files

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You might want to start this topic with a mention of what game you're talking about.

 

And ew tibed. Why would anyone use that? :P

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You might want to start this topic with a mention of what game you're talking about.

 

And ew tibed. Why would anyone use that? :P

 

Well I didnt wanted to put it in the title cuz most of modding this way applies for all of the cnc games.

 

I love the way its all organized in Tibed. Do you know something better?

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"all of the cnc games", lol... Try applying that to C&C1 :roll:

 

I love the way its all organized in Tibed. Do you know something better?

Yeah. The ini files themselves :laugh:

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Tibed has some odd flaws that can remove code and mix up code...

Thanks for verifying that!

Its perfect for copy and pasting. I've never even considered saving it as map.  :P

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"all of the cnc games", lol... Try applying that to C&C1 :roll:

 

I love the way its all organized in Tibed. Do you know something better?

Yeah. The ini files themselves :laugh:

 

I put that as second recommendation indeed.

Thanks for mentioning and being ciritical man, So yes ppl I believe this type of editing is available for ts, ra, ra2 and td, tho it could be very different as modding TS, and so you might need more information. All i'm doing with this tutorial is to show you the simplicity!! And its fun. The thought of difficulty might stop some people to mod, or use triggers, thats why if there are more tutorials we could be seeing way more creative maps being made!

 

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Not in Tiberian Dawn. Both the rules.ini system and the modding-in-mission-files system were introduced in Red Alert 1.

 

TibEd's Tiberian Dawn support is completely artificial. TibEd reads the binary data from the C&C95.exe file and converts it to ini text just so the TibEd system can handle it, but the game itself can not read such ini data at all.

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Not in Tiberian Dawn. Both the rules.ini system and the modding-in-mission-files system were introduced in Red Alert 1.

 

TibEd's Tiberian Dawn support is completely artificial. TibEd reads the binary data from the C&C95.exe file and converts it to ini text just so the TibEd system can handle it, but the game itself can not read such ini data at all.

 

ooh woot, thats lame lol. Alright man i guess i gotta do more research before throwing statements hihi. 

So only ra ra2 and TS can have mission type maps??

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Yup. Though I did add a configurable capturability parameter for buildings in missions in C&C95 with my patch, and customizable house colours, but those features are both disabled for multiplayer.

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      0016 (Bendy Dirt Roads) - Twists and connectors for dirt roads. 
      0017 (Dirt Road Junctions) - Dirt road junctions.                                      
      (Straight road connected to leaning road using connector from Bendy Dirt Roads selection)
      0018 (Straight Dirt Roads) - Straight and leaning dirt roads.
      0019 (Bridges) - Attach this to Cliff. Ends for Big bridges (paint bridges from one end to an another using Bridges section from Special & Overlay).  (+4 "Height levels" above ground). 
      0020 (Paved Roads) - Paved roads and nearly everything you need to build them. 
      0021 (Water) - Water ground type (similar to the Water in Ground section). 
      0023 (Dirt Road Slopes) - Elevation for dirt roads (lets you lead dirt roads to higher "Height levels"). 
      0025 (Slope Set Pieces) - Attach this to Cliff. Lets you create way to get up the Cliff.
      0030 (Waterfalls) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 
      0033 (Sand) - Sand ground type (similar to the Ground 1 in Ground section).
      0035 (Rough Ground) - Lets you create "2D" rough ground. 
      0036 (Paved Road Ends) - Endings for Paved Roads. 
      0037 (Train Bridges) - Attach this to Cliff. Ends for Big track bridges (paint bridges from one end to an another using Bridges section from Special & Overlay).  (+4 "Height levels" above ground). 
      0038 (Pavement) - Lets you create pavement ground + parking lots (great for cities). 
      0040 (Paved Road Bits) - Some details you can add to the middle of Paved Roads. 
      0041 (Green) - Green ground type (similar to the Ground 3 in Ground section).
      0043 (Ramp Edge Fixup) - Lets you create elevations to higher "Height levels". 
      0045 (Water Slopes) - Elevation for water (lets you lead water to higher "Height levels"). 
      0046 (Pavement (Use for LAT)) - Pavement ground type (similar to the Pavement in Ground section).
      0047 (Paved Road Slopes) - Elevation for paved roads (lets you lead paved roads to higher "Height levels"). 
      0048 (Monorail Slopes) - Elevation for rails (lets you lead rails to higher "Height levels").
      0049 (Waterfalls B) - Attach this to Cliff. Lets you create Waterfalls in certain direction.
      0050 (Waterfalls C) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 
      0051 (Waterfalls D) - Attach this to Cliff. Lets you create Waterfalls in certain direction. 
      0053 (Tunnel Floor) - Creates Tunnel ending with Paved roads.
      0054 (Tunnel Side) - Creates "side" for Tunnel endings.
      0055 (Track Tunnel Floor) - Creates Tunnel ending with Paved roads and Tracks.
      0056 (Destroyable Cliffs) - Cliff that can be destroyed and used as entrance. 
      0057 (Water Caves) - Cliff with water caves in it. 
      0070 (Scrin Wreckage) - Scrin wreckage textures (WARNING: HUGE). 
      0072 (Dirt Track Tunnel Floor) - Creates Tunnel ending with Tracks. 
      0073 (Dirt Tunnel Floor) - Creates Tunnel ending. 
      0074 (Crystal LAT Tile) - Crystal LAT ground type (representing Green Tiberium) 
      0076 (Swampy) - Swampy ground type (usable on Water) 
      0078 (Blue Mold) - Blue mold LAT ground type (representing Blue Tiberium) 
      0080 (Crystal Cliff) - Cliff with Crystal LAT on it (+4 "Height levels" above ground).
      0081 (Kodiak Crash) - Kodiak crash textures (WARNING: HUGE). 
      NOTE: Some numbers may differ from the ones you will work with.
      Now, I would split these objects into 3 categories: Objects, Overlay, Ground, Other, so you can understand their features.
      Object - Characteristic / Description: They can be blocked by other Objects, aren't Overlay & Special and most of them are "3D" such as Vehicles, Infantry, Buildings, Trees, etc. Some of them are selectable by double-left-clicking on them and they are draggable by left-click-and-hold. Can be deleted by using Delete objects.
      Overlay - Characteristic / Description: Everything in Overlay & Special, can't be selected, often has weird field position (overlapping or near the edge of one field (not centered)). Can be deleted using Erase overlay.
      Ground - Characteristic / Description: Mostly "2D" items on the ground, on which you can place other Objects or Overlays + Water, Firestorm Defence. Can be deleted using Clear.
      Other - Characteristic / Description: Items you can't see in-game such as Waypoints, Celltags, etc. OTHER

      Vehicles, Aircraft, Infantry and Buildings have their "options" when you double-click on them. They are pretty much self-explanatory.
      ("upper" selection)
      File - Interface with map file(s) (save, open, create your maps through here)
      Edit - This is heart of triggers and programmed actions, that happen throughout map. I will talk about them in a while.
      Terrain - Tools, that help you manipulate with terrain (same as 9 images / symbols below)
      Map tools - Few useful, but dangerous Map tools.
      SunEdit 2k - Link to SunEdit 2k (I personally do not recommend this tool).
      Online - Links to a few (not) important websites.
      Options - Change some settings to personalize FinalSun and turn on / off some mapping tools.
      Help - Tips & Tricks related to mapping.
      Brush size - Change amount of affected tiles by your "brush" (works for OVERLAY and GROUND category).
      Other images / symbols are pretty much self-explanatory, when you aim cursor at them.
      ("Edit" options)
      Undo - Undoes your last action. (works for OVERLAY and GROUND category).
      Redo - Redoes your last action. (works for OVERLAY and GROUND category).
      Copy - Copies part of map, which you select.
      Copy whole map - Copies whole map.
      Paste - Pastes selection.
      Paste centered - Pastes selection in the middle of your map.
      Map - Edit basic map properties.
      Basic - Edit basic map settings.
      Special flags - Edit more map settings.
      Lighting - Change light in the map. You can make darker maps or lighter maps.
      Singleplayer settings - Edit these only and only if making Singleplayer map, but they still lack purpose.
      Houses - Create and edit Houses (sides) for your map.
      Local variables - 1 or 0 "switch". Used in Triggers and Scripts.
      Trigger editor - Tells AI when to execute what kind of action.
      Tag editor - Tags for Triggers. In most cases, you shouldn't edit these.
      Scripts - Tells AI what to do with Taskforce.
      Taskforces - Groups of certain units, that AI would build in order to create "strikeforce".
      Teams - Merges Scripts and Taskforces together and defines some more of their options.
      AI Triggers - Too complicated even for me 😕 
      AI Trigger enabling - Too complicated even for me 😕 
      INI editing - Edit map's .ini file directly.
      Basically: Scripts tells AI WHAT to do, Taskforces tells AI WITH WHOM to do it, Teams MERGE them together and Triggers tells AI WHEN / UNDER WHICH CIRCUMSTANCES to do it. Let's break-down Triggers into detail:
      NOTE: Some triggers may not work in certain situations.
      EVENTS:
      #0 No Event / This is a null event. There is no need to ever use this in a real trigger.
      #1 Entered by / Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.
      #2 Spied upon / Detects when a spy has entered the attached building.
      #3 Thieved by / Triggers when a thief steals money from the specified house.
      #4 Discovered by player / Detects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud.
      #5 House Discovered / Triggers when the specified house has any of its units or buildings discovered by the player.
      #6 Attacked by any house / Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.
      #7 Destroyed by any house / Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.
      #8 Any Event / When used alone it will force the trigger to spring immediately.
      #9 Destroyed Units All / Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions.
      #10 Destroyed Buildings All / Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions.
      #11 Destroyed All / Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.
      #12 Credits exceed / Triggers when the house (for this trigger) credit total exceeds this specified amount.
      #13 Elapsed Time / Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'.
      #14 Mission Timer Expired / Triggers when the global mission timer (as displayed on the screen) has reached zero.
      #15 Destroyed Buildings / Triggers when the number of buildings owned by the trigger's specified house have been destroyed.
      #16 Destroyed Units / Triggers when the number of units owned by the trigger's specified house have been destroyed.
      #17 No Factories left / Triggers when there are no factories left for the house specified in the trigger.
      #18 Civilians Evacuated / Triggers when civilians have been evacuated (left the map). 
      #19 Build Building Type / When the trigger's house builds the building type specified then this event will spring.
      #20 Build Unit Type / When the trigger's house builds the unit type specified then this event will spring.
      #21 Build Infantry Type / When the trigger's house builds the infantry type specified then this event will spring.
      #22 Build Aircraft Type / When the trigger's house builds the aircraft type specified then this event will spring.
      #23 Leaves map (team) / Triggers when the specified team leaves the map. If the team is destroyed it won't trigger. If all but one member is destroyed and that last member leaves the map it WILL spring.
      #24 Zone Entry by / Triggers when a unit of the specified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell.
      #25 Crosses Horizontal Line / Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.
      #26 Crosses Vertical Line / Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.
      #27 Global is set / Triggers when the specifed global (named in Globals.INI) is turned on.
      #28 Global is clear / Triggers when the specified global (named in Globals.INI) is turned off.
      #29 Destroyed by anything [not infiltrate] / Triggers when attached object is destroyed but not if it infiltrates a building/unit.
      #30 Low Power / Triggers when the specified house's power falls below 100% level.
      #31 Bridge destroyed / Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge.
      #32 Building exists / Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying.
      #33 Selected by player / Triggers when the unit is selected by the player.  Use in single-player only.
      #34 Comes near waypoint / Triggers when the object comes near the specified waypoint.
      #35 Enemy In Spotlight / Triggers when an enemy unit enters the spotlight cast by the attached building.
      #36 Local is set / Triggers when the specifed local is turned on.
      #37 Local is clear / Triggers when the specified local is turned off.
      #38 First damaged (combat only) / Triggers when first suffering from combat damage from combat damage only.
      #39 Half health (combat only) / Triggers when damaged to half health >from combat damage only.
      #40 Quarter health (combat only) / Triggers when damaged to quarter health >from combat damage only.
      41 First damaged (any source) / Triggers when first suffering from combat damage from any source.
      #42 Half health (any source) / Triggers when damaged to half health >from any source.
      #43 Quarter health (any source) / Triggers when damaged to quarter health from any source.
      #44 Attacked by (house) / When attacked by some unit of specified house.
      #45 Ambient light <= / Triggers when the ambient light drops below a certain level.  Use numbers between 0 and 100.
      #46 Ambient light >= / Triggers when the ambient light rises above a certain level.  Use numbers between 0 and 100.
      #47 Elapsed Scenario Time / When time has elapsed since start of scenario.
      #48 Destroyed by anything / Triggers when destroyed by anything what-so-ever.
      #49 Pickup Crate / When crate is picked up object the trigger is attached to.
      #50 Pickup Crate (any) / When crate is picked up by any unit.
      #51 Random delay / Delays a random time between 50 and 150 percent of time specified.
      #52 Credits below / Triggers when the house (for this trigger) credit total is below this specified amount.
      #53 Player under EMP effect / Specific house is under EMP effect. 
      ACTIONS:
      #0 No Action / This is a null action. It will do nothing and is equivalent to not having an action at all. Why use it?
      #1 Winner is / The winner will be forced to be the house specified. The game will end immediately. Typically the player's house is specified.
      #2 Loser is / The loser will be force to be the house specified. The game will end immediately. Typically the player's house is specified.
      #3 Production Begins / The computer's house (as specified) will begin production of units and structures.
      #4 Create Team / Creates a team of the type specified (owned by the house of this trigger). The team member are NOT automatically created however.
      #5 Destroy Team / Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams.
      #6 All to Hunt / Forces all units of the house specified into 'hunt' mode. They will seek out and destroy their enemies.
      #7 Reinforcement (team) / Create a reinforcement of the specified team. The members of the team WILL be created magically by this action.
      #8 Drop Zone Flare (waypoint) / Display a drop zone flair at the waypoint specified. The map will also be reaveald around that location.
      #9 Fire Sale / Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer.
      #10 Play Movie / Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes.
      #11 Text Trigger / Display the text identified by the label in Tutorial.ini.
      #12 Destroy Trigger / Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created.
      #13 Autocreate Begins / Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit.
      #14 Change House / Changes owning house to the one specified for attached objects.
      #15 Allow Win / Removes one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action.
      #16 Reveal all map / Reveals the entire map to all players.
      #17 Reveal around waypoint / Reveals a region of the map to the player around the waypoint specified.
      #18 Reveal zone of waypoint / Reveals all cells that share the same zone as the waypoing specified. This yields some wierd results. Use with caution.
      #19 Play sound effect / Plays the sound effect specified.
      #20 Play music theme Plays the music theme specified. Look up the number of the song in Theme.ini then add 1.
      #21 Play speech / Plays the speech sound specified.
      #22 Force Trigger / Force all triggers of this specified type to spring regardless of what it's event flags may indicate.
      #23 Timer Start / Start the global mission timer.
      #24 Timer Stop / Stop the global mission timer.
      #25 Timer Extend / Extend the global mission timer by the time specified.
      #26 Timer Shorten / Short the global mission timer by the time specified. It can never be reduced below 'zero' time.
      #27 Timer Set / Set the global mission timer to the value specified.
      #28 Global Set / Set the global flag. Global flags are named in the file Globals.INI. Global flags can be either 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.
      #29 Global Clear / Clear the global flag. Global flags are named in the file Globals.INI. Global flags can either be 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.
      #30 Auto Base Building / Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on' the computer takes over as if it were in skirmish mode. (ps make sure he has a con yard). 
      #31 Grow shroud one 'step' / Increase the shroud darkness by one step (cell).
      #32 Destroy attached building / Destroy any buildings bridges or units that this trigger is attached to.
      #33 Add 1-time special weapon / Add a one-shot special weapon (as indicated) to the trigger's house.
      #34 Add repeating special weapon / Add a permanent special weapon (as indicated) to the trigger's house. 
      #35 Preferred target / Specify what the trigger's house should use as its preferred target when using special weapon attacks.
      #36 All change house / All objects of one house change ownership to specified house.
      #37 Make ally / Cause this trigger's house to ally with the house specified.
      #38 Make enemy / Cause this trigger's house to un-ally (declare war) with the house specified.
      #39 Change Zoom Level / Changes the zoom out level of the player's radar map. Use 1 for normal view 2 for zoomed out. 
      #40 Resize Player View / Changes the player's viewing rectangle into the map. Enter as:   x, y, w, h   where x, y gives the upper left corner and w, h give the width and height.
      #41 Play Anim At / Plays the specified anim in the specified cell. Use numbers from [Animations] and either subtract 2 or 5 (depending on the position in the list). 
      #42 Do Explosion At / Creates an explosion in the specified cell using the specified warhead.
      #43 Meteor Impact At / Sends a meteor at the specified cell.
      #44 Ion Storm start / Starts an ion storm sequence to run for the specified number of game frames. 
      #45 Ion Storm stop / End an Ion storm in progress.
      #46 Lock input / Disables user input.
      #47 Unlock input / Enables user input.
      #48 Center Camera at Waypoint / Moves the tactical view to a specified waypoint at the specified speed. Use 1 through 4 for good results.
      #49 Zoom in / Zooms the tactical map in.
      #50 Zoom out / Zooms the tactical map out. 
      #51 Reshroud Map / Reshrouds the entire map for all players. 
      #52 Change Light Behavior / Changes the way a building spotlight behaves. Attach this trigger to a building that casts a spotlight. 0= no Spotlight - 1= Circle - 2= Rules.ini settings (affected by direction) - 3= Unit in Spotlight. 
      #53 Enable Trigger / Enables the target trigger.
      #54 Disable Trigger / Disables the target trigger.
      #55 Create Radar Event / Creates a radar event at the specified waypoint. 
      #56 Local Set / Set the local flag. Local flags can be either 'on/set/true' or 'off/clear/false'.
      #57 Local Clear / Clear the local flag. Local flags can either be 'on/set/true' or 'off/clear/false'.
      #58 Meteor Shower At / Creates a meteor shower around the specified waypoint.
      #59 Reduce Tiberium At / Reduces Tiberium around the specified waypoint.
      #60 Sell building / Sells the building attached to this trigger.
      #61 Turn off building / Turn off building attached to this trigger.
      #62 Turn on building / Turn on building attached to this trigger.
      #63 Apply 100 damage at / Applies 100 points of HE damage at location.
      #64 Light flash (small) at / Shows a small light flash at location.
      #65 Light flash (medium) at / Shows a medium light flash at location.
      #66 Light flash (large) at / Shows a large light flash at location.
      #67 Announce Win / Announce that player has won.
      #68 Announce Lose /  Announce that player has lost.
      #69 Force end / Force end of scenario.
      #70 Destroy Tag / Destroy tag and all attached triggers.
      #71 Set ambient step / Sets ambient light fade step value.
      #72 Set ambient rate / Sets ambient light fade rate.
      #73 Set ambient light # Fades ambient light to new lighting level. Use numbers between 0 and 100.
      #74 AI triggers begin / Start AI triggers for specified house.
      #75 AI triggers stop / Stop AI triggers for specified house.
      #76 Ratio of AI trigger teams / AI percentage of teams created for AI triggers (100 = all for AI trigger teams 0 = all for regular teams). 
      #77 Ratio of team aircraft / AI percentage of aircraft created for teams (100 = all for teams 0 = all random). 
      #78 Ratio of team infantry / AI percentage of infantry created for teams (100 = all for teams 0 = all random). 
      #79 Ratio of team units / AI percentage of units created for teams (100 = all for teams 0 = all random). 
      #80 Reinforcement (team) [at waypoint] / Create reinforcement team at special waypoint location. The units will appear at this point. Magical-poof style.
      #81 Wakeup self / Breaks out of sleep or harmless mode so as to enter guard mode.
      #82 Wakeup all sleepers / Breaks all units out of sleep mode.
      #83 Wakeup all harmless / Breaks all out of harmless mode.
      #84 Wakeup group / Wakeup all units of specified group.
      #85 Vein growth / Control if veins grow or not.
      #86 Tiberium growth / Control if Tiberium grows or not.
      #87 Ice growth / Control if ice grows or not.
      #88 Particle Anim at / Show particle animation at location.
      #89 Remove Particle Anim at / Delete particle anims at specified location.
      #90 Lightning strike at / A single Ion Storm lightning strike.
      #91 Go Berzerk / Attached object (cyborg) goes berzerk.
      #92 Activate Firestorm Defense / Turns on a house's firestorm defense.
      #93 Deactivate Firestorm Defense / Turns off a house's firestorm defense.
      #94 Ion-cannon strike / Fires Ion-Cannon at waypoint specified.
      #95 Nuke strike / Fires Nuke at waypoint specified from nearest edge.
      #96 Chem-missile strike / Fires Chemical missile at waypoint specified.
      #97 Toggle Train Cargo / Toggles state of cargo train dropping crate. 
      #98 Play Sound Effect (Random) / Plays sound effect at random waypoint. Rules of action 19 apply.
      #99 Play Sound Effect At waypoint / Plays sound effect specified at waypoint specified. Rules of action 19 apply.
      #100 Play Ingame Movie / Displays the specified movie ingame. Player still has control of interface and units.
      #101 Reshroud Map At / Does an anti-map ping at waypoint specified.
      #102 Lightning Storm strike / Lightning storm owned by owner of trigger at waypoint.
      #103 Timer Text / What text label to display with timer (i.e. actual text is in game.str).
      #104 Flash Team / Flashes the specified team for the specified number of frames. 
      #105 Talk Bubble / Displays talk bubble over unit. 
      #106 Give Credits / Give credits to a specific house.
      #107 Enable Short Game / Enables the Short Game option. Will NOT automatically kill players that have no buildings when this is enabled.
      #108 Disable Short Game / Disables the Short Game option.
      If you want to learn more about Triggers, Taskforces, Teams, Scripts,... feel free to check this tutorial: https://forums.cncnet.org/topic/1642-how-to-make-or-edit-an-ais-behavior-in-tiberian-sun-and-in-red-alert-2/ or https://www.modenc.renegadeprojects.com/Maps/Section:_Actions or contact me through Reply, Private Message or Discord (LucasSK#4124). Also, be sure to check my YouTube Mapping Tutorials! https://www.youtube.com/playlist?list=PLjjwlzyJni7VrKTFltZ03e-4imT-_xwlD, where I will go through specific mapping situations (How to do certain thing,...).
       
      TIPS:
      - read Manual by pressing F1 while in FinalSun or Tips (Help -> Tip of the day)!
      - while making map, play it once in a while to check if everything is working!
      - turn off Beginner mode (Options -> Beginner mode) to access all features of FinalSun.
      - make terrain as interesting as you can by putting multiple decorations there!
      - make sure things aren't overlapping!
      - test your map occasionally while making it!
      - FinalSun has many bugs, be patient and calm !
      - there are many mapping tutorials available online. Just choose one! https://ppmforums.com/index.php?f=892 or https://forums.cncnet.org/forum/13-mapping-tutorials/ or https://forums.cncnz.com/topic/8683-tsra2-map-tutorial-triggers-taskforces-teams-and-scripts/.
      After reading this, you should have pretty good idea of what is mapping in FinalSun. If you have any other questions, need help with anything, something's missing here, found incorrect statement or something incorrectly explained here, please let me know through Reply, Private Message or Discord (LucasSK#4124). This is my 1st tutorial, so feel free to review it and ask further questions about mapping here😉. At last, I recommend you checking my recent addon which I am still working on - [TIBERIUM RESURRECTION] - https://forums.cncnet.org/topic/9186-wip-tiberium-resurrection/ and YouTube channel, where I am starting Mapping Tutorials series - https://www.youtube.com/playlist?list=PLjjwlzyJni7VrKTFltZ03e-4imT-_xwlD, where I will go through specific mapping situations (How to do certain thing,...).
      Have a good day.
       
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