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(TS) Ion collectors as Oil derricks (like RA2)

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Posted (edited)

NOTE: THIS IS TESTED AND ON CNCNET ONLY. SKILLS IN MAP FILE EDITING AND TRIGGER AND MODDING KNOWLEDGE IS REQUIRED. (Should work with spawn hexed, and credit trigger hexed clients like tsclient)


Or skip the tutorial, and Download map template with pre-made oil derricks: oilderricks template.mpr

This Tutorial and files and codes have an updated version, see my next comments


I've used Lin Kuei Ominae's "Ion collector" as oilderrick in map. it seems perfect for TS's form of RA2's oil derricks


It makes for very interesting gameplay in TS, so far many people online really enjoyed it. Rampastring's Spawn patch and Give Credits trigger make so much possible, and this is just a glimpse of it.  It's been tested on 3 maps so far, and has potential to be added on standard maps as well, just for fun. On these test version, the Ion Collectors will give you 100 credits every 10 seconds, and some power. Its a nice bonus, and even if you can keep your collector for 50 (tibsun) seconds, after its being hijacked by someone else, you at least have your engineer money back, and had the ability to build next to it. Of course the entire building is modifiable, right now its immune, can't be sold and you only need 1 engineer to capture it. (despite multi engineer) 

This is a nice map i found from the mod "The Second Tiberium War", just cuz i thought it was so pretty, i added them there to test and its a pretty smooth 1v1 gameplay

This map are 2 more with these are in the attachments below. Note that these still have the testing 100$ per 10 seconds, and lots of power. in This tutorial on the other hand, reduced to $85 and little power.


Since it takes a big load of triggers to create the oil derrick logic, i figured to make it easier on everyone else, and provided a simple way to get them in your map. It is to simply copy paste the trigger codes in your map file. And attach the triggers (in Final Sun) to the building. (I also added a second approach in the attachment RAR file, using XCC_INI_CLT)


[b]; If you already have triggers, Just copy paste the content under Tags, Events, Triggers, and Actions below your existing ones.
; This content includes [Houses], make sure you don't double copy it[/b]

01L10002=Neutral,01L10020,attach to Oilderrick#1,0,1,1,1,0
01L10004=Spawn1,<none>,Oilderrick#1 - spawn1,1,1,1,1,0
01L10006=Spawn2,<none>,Oilderrick#1 - spawn2,1,1,1,1,0
01L10008=Spawn3,<none>,Oilderrick#1 - spawn3,1,1,1,1,0
01L10010=Spawn4,<none>,Oilderrick#1 - spawn4,1,1,1,1,0
01L10012=Spawn5,<none>,Oilderrick#1 - spawn5,1,1,1,1,0
01L10014=Spawn7,<none>,Oilderrick#1 - spawn7,1,1,1,1,0
01L10016=Spawn6,<none>,Oilderrick#1 - spawn6,1,1,1,1,0
01L10018=Spawn8,<none>,Oilderrick#1 - spawn8,1,1,1,1,0
01L10020=Neutral,01L10022,Oilderrick#1 Captured by 2 ,0,1,1,1,0
01L10022=Neutral,01L10024,Oilderrick#1 Captured by 3 ,0,1,1,1,0
01L10024=Neutral,01L10026,Oilderrick#1 Captured by 4 ,0,1,1,1,0
01L10026=Neutral,01L10028,Oilderrick#1 Captured by 5 ,0,1,1,1,0
01L10028=Neutral,01L10030,Oilderrick#1 Captured by 6 ,0,1,1,1,0
01L10030=Neutral,01L10032,Oilderrick#1 Captured by 7 ,0,1,1,1,0
01L10032=Neutral,01L10162,Oilderrick#1 Captured by 8 ,0,1,1,1,0



01L10003=2,ATTACH TO OILDERRICK #1 1,01L10002
01L10005=2,Oilderrick#1 - spawn1 1,01L10004
01L10007=2,Oilderrick#1 - spawn2 1,01L10006
01L10009=2,Oilderrick#1 - spawn3 1,01L10008
01L10011=2,Oilderrick#1 - spawn4 1,01L10010
01L10013=2,Oilderrick#1 - spawn5 1,01L10012
01L10015=2,Oilderrick#1 - spawn7 1,01L10014
01L10017=2,Oilderrick#1 - spawn6 1,01L10016
01L10019=2,Oilderrick#1 - spawn8 1,01L10018


Save, Open Final Sun and Attach #Oilderrick1 to your oilderrick building!

To Change the amount of credits, Select all copied lines under Actions, Replace all:  ,85,  replace with ,youramount,
To change the delay between credits, select everything under Events, Replace all: ,10  replace with ,youramount 
(Using notepad++ you can select columns holding ALT 

Now to add your Charge Collector, copy these codes in your map, if you already have mods or imported rules.ini in your map, then make sure you don't double up on [Animations] and [BuildingTypes] (YOU CAN SKIP THIS STEP IF YOU USE A DIFFERENT BUILDING)



Name=Ion Charge Collector
DamageSmokeOffset=300, 300, 450

Name=Charge Collector

Name=Charge Collector AI

Name=Charge Collector AI

Name=Charge Collector AI

Make all the edits you want, there is a trigger that stops the money going when building is destroyed by C4. Use BridgeRepairHut=yes to avoid C4
; Make sure you use Notepad's 'replace all' function (ctrl+f) And check "In selection only", AND ofcourse, if you mess something up just use CTRL+Z (undo)

If you want to make something similar, first make sure the client you use is updated with the latest hacks, so it will include being able to use Spawn locations in triggers, activating it by adding the [Houses] list in your map as listed in the code. Plus the give credits should be in the hack too. (TS-Client should have this, but have not tested this yet)

To create a "give credits" trigger, you have to make sure you have the right edits in FSData.ini in the Final Sun folder. Under [Actions] number 106 should be:

106=Give Credits...,0,2,5,0,0,0,0,0,0,Give credits to a specific house.,1,0,106

Make this change and save if its not there.

The triggers have been created with Final sun's, under Edit> trigger editor (with disabled beginner mode under Options), using 8 repeating triggers with events "Entered by" with spawn1 as parameter in the first triggers, spawn2 in the next, etc. all with Action "enable trigger", enabling each their own Trigger, the "give credits" loop, and also 7 disable all other houses credits loop. So the give credits loop need another 8 repeating triggers, Using event Time elapse, and action give credits. Make sure you have all the triggers options owner set to Neutral and repeating. Then you attach the "entered by spawn1" to your oil derricks, and in that same trigger's options attach the"entered by spawn2" trigger, and in that trigger attach spawn3, etc.

You can download one of the maps i attached here, to check it out yourself and see how the trigger's work. 

So this how to create 1 single oil derrick and its logic, its alot of clicking i know, so I've used PTapioK's amazing time safer software "TSWaveMaker" To clone all the triggers use its ascending parameters to quickly clone them. But You could probably copy paste them (under lists actions, events, tags, triggers) and simply change the ID's (I use Notepad++, using holding alt and select the colomn i wanna change, then go to edit> column editor, that way you can quickly change a list of ID's)

Using 2 different editor on the same file could delete your work. So Always make sure you Reload the file Each time you made an edit. Using a software like notepad++ will always ask you to reload it, Final sun does NOT. 
If this will crash its possible that the client you're using isn't up to date, for this is tested and working in CnCnet.
I Made each oilderrick's trigger ID to start with "01L1", and the second "01L2", etc. so you should not have any trigger duplicates
And once again, if you already have triggers, you have to cut/copy all content under  [Tags],[Triggers],[Actions],[Events] or use my alternate way i used in the RAR attachment file

Using triggers can always crash untested, and so its smart to test every little thing first. Or ever smarter, get a coach that knows alot about final sun. Me, Ptapiok, Humble, Skylegend, and many others don't mind helping you on on the discord sever https://discord.gg/CMMVFYk  if you have any trouble what so ever.

OTHER THEN ALL OF THAT, COPYING ALL CODES UNDER [Tags],[Triggers],[Actions],[Events] will most likely work (on CnCnet for sure). 

Download OILDERRICK.rar in attachment:





arid chasm ion collectors.map conflict oilderricks.map GSO oilderricks.map OILDERRICK.rar

Edited by Holland
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Posted (edited)

I've played one map with Holland's oil derricks. It's so innovative. One can create lots of different cool scenarios with this. 👍👍

Edited by topol

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Updated this again, there was a few flaws in there, totally forgot to add the "When destroyed (or sold), Stop money income"

I believe its perfect now.


download attached file, im not gonna copy paste it in here since it takes up the entire page lol


Edited by Holland

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To make it all a bit easier, here is a starting template for if u wanna make a map with oil derricks.

Use this map template to make your map. The pyramids are the oil derricks, giving $85 per 10 sec, read the tutorial above on how to change it.
You can also change the pyramids into ICCPP (the ion collector as shown on top of this topic) or any other building by using notepad's replace function.

oilderricks template.mpr

Click to download ^^


Any questions, let me know

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      #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. 
      #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,...).
      - 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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