Jeod Posted February 24, 2011 Share Posted February 24, 2011 I have a mission where, after 2 minutes, a Nod unit should move to a certain waypoint. This unit is already on the map when the mission starts. He is to move to the same waypoint where a Chinook will be at the 2 minute mark, so the unit will board the transport. I've looked through the triggers and cannot figure out a way to make an existing unit move to a waypoint. Link to comment Share on other sites More sharing options...
Nyerguds Posted February 24, 2011 Share Posted February 24, 2011 Oh, that's not hard. Just make sure that when the team is created, it'll always pick that unit. This usually boils down to making him a unique type on the map, and making the unit Recruitable by not putting him on Area Guard or something. Production is controlled by the teamtype switches. If you don't enable the "Will be produced" switch, it won't be. It's that simple. team=Owner,a,b,c,d,e,f,g,h,i,NrOftypes,type1:amount,type2:amount,NrOfCommands,Command1:value1,Command2:value2,j,k a=X toggle * c=ALT toggle * d=Autocreate f=Unknown; usually related to tech level g=Team multiplier. Any value higher than 0 means it gets produced j=Replace destroyed team members k=Produce inactive backup of the team * needs some thorough testing if I got some time; the notes on A and C are useless So yeah, just go with the standard reinforcement template and you should be good. That's 0,0,0,0,0,7,0,0,0 for the switches, and ending on 0,0 It's impossible to make units enter chinooks with triggers though, so I hope you weren't planning on doing that... Link to comment Share on other sites More sharing options...
Jeod Posted February 24, 2011 Author Share Posted February 24, 2011 Yeah, I thought he would enter the chinook if the vehicle was on the cell he was supposed to move to. I need some way to get him off the map. (It's a "kill the spy" mission, and you have two minigunners who must kill him before he leaves the map; the spy is a Nod minigunner, the only one of his type on the map (unless you count the GDI minigunners)) Link to comment Share on other sites More sharing options...
Nyerguds Posted February 25, 2011 Share Posted February 25, 2011 You could just work with a small nod outpost with a chinook in it, light it up with a flare, and just make the player lose from the moment the spy reaches the cell before the chinook, with a Player enters trigger. In that case it's advised to make the rest of the base either unmanned or not really Nod though to prevent other units accidentally walking on the celltriggers Link to comment Share on other sites More sharing options...
Jeod Posted February 25, 2011 Author Share Posted February 25, 2011 I distinctly remember a trigger where if a transport was on the cell the unit moving to that cell would load into the transport. Maybe that was the apc? Link to comment Share on other sites More sharing options...
Chimas Posted February 25, 2011 Share Posted February 25, 2011 I distinctly remember a trigger where if a transport was on the cell the unit moving to that cell would load into the transport. Maybe that was the apc? Any chance to remember the mission, scenario, etc.? Link to comment Share on other sites More sharing options...
Jeod Posted February 25, 2011 Author Share Posted February 25, 2011 Nope. It might have been a campaign mission and therefore a special exception, like the mission where you can capture an advanced comm center in a Nod mission. But I can't remember. Link to comment Share on other sites More sharing options...
Jeod Posted February 25, 2011 Author Share Posted February 25, 2011 Hey Nyerguds, I have all aspects of my mission working except the move command. I've uploaded my ini file, have a look. EDITL I see one of my lose triggers was messed up due to ccmap's exporting. *sigh* I hate that POS sometimes... CC1_Espionage.zip Link to comment Share on other sites More sharing options...
Nyerguds Posted February 25, 2011 Share Posted February 25, 2011 You might want to make that number a bit higher instead of overriding the funpark campaign As far as I can see, your teamtypes are messed up; there are no units in them. Also, that LS1 trigger is a complete mess. "cap" isn't even a correct command; it can only be used as the full "Any,Cap=Win/Des=Lose" trigger linked to a building. the CVM trigger "Time,None,200,None,CIV,0" seems rather bizarre too... Oh, by the way, triggers can be 4 characters long Link to comment Share on other sites More sharing options...
Jeod Posted February 25, 2011 Author Share Posted February 25, 2011 But if I put in a minigunner for Nod, won't that make a NEW minigunner instead of recruiting the one already on the map? The civ teamtype is for the neutral person the spy is meeting with [TeamTypes] SPY=BadGuy,0,0,0,0,0,7,1,0,0,1,E1:1,1,Move:1,0,0 CIV=Neutral,0,0,0,0,0,7,1,0,0,1,E1:1,1,Move:2,0,0 [Triggers] LS1=Player Enters,Lose,0,GoodGuy,None,0 CVM=Time,Create Team,2000,Neutral,CIV,0 SPM=Time,Create Team,2000,BadGuy,SPY,0 FL1=Time,DZ at 'Z',0,GoodGuy,None,0 LS2=Player Enters,Lose,0,BadGuy,None,0 AWIN=Time,Allow Win,2000,None,None,0 WIN=Destroyed,Win,0,BadGuy,None,0 The timer isn't working. They start moving as soon as the mission starts, when they should move only after 2 minutes. Why? Link to comment Share on other sites More sharing options...
Nyerguds Posted February 26, 2011 Share Posted February 26, 2011 But if I put in a minigunner for Nod, won't that make a NEW minigunner instead of recruiting the one already on the map? The civ teamtype is for the neutral person the spy is meeting with Well then genius... tell me how exactly will the game know that it's a MINIGUNNER that has to move to that spot then? You're just saying "no one has to move to waypoint 1". Very useful, that I told you the factors that cause the game to PRODUCE a team rather than just recruit it. By the way, why is your neutral dude also a minigunner, rather than some civilian? [TeamTypes] SPY=BadGuy,0,0,0,0,0,7,1,0,0,1,E1:1,1,Move:1,0,0 CIV=Neutral,0,0,0,0,0,7,1,0,0,1,E1:1,1,Move:2,0,0 One of these aforementioned factors is the team multiplier. That's the value just behind the "7" there. It was pretty clear from my advice that to prevent the AI from building the team, it has to be 0. Any value higher than 0 means it gets produced. You got it on 1. It's entirely possible that this automatically starts the team, especially since there's no Production trigger in your mission. So put that value to 0. I distinctly remember a trigger where if a transport was on the cell the unit moving to that cell would load into the transport. Maybe that was the apc? Any chance to remember the mission, scenario, etc.? There's no such mission. I'm 100% sure of that. Not in C&C1 anyway. I can see RA1 or TS pull that off, sure, but not C&C1. In fact, if you find missions where a loaded APC attacks your base... it's ALWAYS reinforced. Link to comment Share on other sites More sharing options...
Jeod Posted February 26, 2011 Author Share Posted February 26, 2011 Nyerguds, setting that value to 0 means the team is never created. I tested that and nothing happened, none of the minigunners moved. Link to comment Share on other sites More sharing options...
Nyerguds Posted February 26, 2011 Share Posted February 26, 2011 That's hardly surprising if you set your timer to the ingame equivalent of two centuries :roll: Link to comment Share on other sites More sharing options...
Jeod Posted February 26, 2011 Author Share Posted February 26, 2011 Oops. It's perfect now! On to the next one...does the Attack Civ command work for teamtypes? I can't seem to make Special attack civilians. (Nod troops disguised as GDI troops, reason for Special house) Link to comment Share on other sites More sharing options...
Nyerguds Posted February 26, 2011 Share Posted February 26, 2011 I don't know if Attack Civil works... no one ever really experimented with these commands, and as far as I know they're unused in the original campaign. I do know I've had problems with making special teams attack each other though. If there are no real Nod used in the mission, it might be better to use real Nod, and actually disguise them, by making use of the 1.06c colour controls. This will also mean the score screen info will be correct. Link to comment Share on other sites More sharing options...
Jeod Posted February 26, 2011 Author Share Posted February 26, 2011 There is Nod in the mission. Here's the briefing. [bRIEFING] 1=The spy's documents indicate Nod knew we would try to occupy this area. 2=They've bargained with the civilians; Nod offers "protection" in exchange for 3=money. Perhaps their funds are running low. Remove Nod, but don't allow any 4=civilians to die. Nod may disguise their men as GDI so the civilians continue to 5=bargain with them. Link to comment Share on other sites More sharing options...
Chimas Posted February 27, 2011 Share Posted February 27, 2011 I don't know if Attack Civil works... no one ever really experimented with these commands, and as far as I know they're unused in the original campaign. A little sinchronicity: I've stumbled upon this matter 30 minutes ago: SCG04WB [TeamTypes] civ3=Neutral,1,0,0,0,0,7,0,0,0,1,C8:1,11,Move:9,Guard:2,Move:4,Guard:2,Move:5,Move:6,Guard:2,Move:8,Move:7,Move:1,Move:2,0,0 civ2=Neutral,1,0,0,0,0,7,0,0,0,1,C3:1,2,Move:17,Guard:2,0,0 rnf2=GoodGuy,0,0,1,0,0,7,0,0,0,2,E2:5,APC:1,3,Move:13,Move:11,Unload:11,0,0 RNF1=GoodGuy,0,0,1,0,0,7,0,0,0,1,JEEP:2,2,Move:12,Move:10,0,0 ATK3=BadGuy,0,0,1,0,0,7,0,0,0,1,BGGY:2,4,Move:0,Move:1,Move:2,Attack Civil.:50,0,0 ATK2=BadGuy,0,0,1,0,0,7,0,0,0,1,LTNK:2,4,Move:0,Move:1,Move:2,Attack Civil.:50,0,0 CIV1=Neutral,1,0,0,0,0,7,0,0,0,2,C3:1,C8:1,2,Move:3,Guard:1,0,0 atk1=BadGuy,0,0,1,0,0,7,0,0,0,2,E1:4,E3:4,4,Move:0,Move:1,Move:2,Attack Civil.:50,0,0 I didn't play the mission though (at least, not now) Link to comment Share on other sites More sharing options...
Nyerguds Posted February 27, 2011 Share Posted February 27, 2011 Ah, nice find Solo. Link to comment Share on other sites More sharing options...
pichorra Posted February 27, 2011 Share Posted February 27, 2011 "Attack Civil", "Attack Units" and other thing will ALWAYS attack the Nortwest units... Link to comment Share on other sites More sharing options...
Jeod Posted February 27, 2011 Author Share Posted February 27, 2011 True, though they could be anywhere on the map. It's all relative. Nyerguds, is it possible to change that code so teams attack a randomly selected unit instead of a set one? I'll have to test that scg04wb mission... Link to comment Share on other sites More sharing options...
Nyerguds Posted February 27, 2011 Share Posted February 27, 2011 You don't seem to understand that C&C is NOT an open book to me. I know some parts, but most of the exe is still completely unknown to me. It's like trying to figure out bus routes, in a city without any name tags on the streets, on foot. I can't just change anything at will, and usually not because they'd be such incredibly complex logics, but simply because I have no idea where to FIND the logics to change. And even then, in some cases they ARE incredibly complex. Especially those related to the AI. Link to comment Share on other sites More sharing options...
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