Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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Red Alert Single Player Map Creation
By DDF3
Covers basic map making ,and the creation of a simple red alert single player map , This focuses more on the use of Triggers and Teams.
   
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Starting The Map
You can click on the images to see a larger size.

Ok You will want to open your editor ,
Pick File /New then select RED ALERT , and leave it as Temperate.

Once it finishes opening , you will see a large 128 x 128 cell all green grass map.

For our purposes you will first make the map smaller 64 x 40 (X ,Y),
You do this by moving your mouse over the right hand aqua line then holding down the CTRL button then drag the line to the left and watching the size in the small window that appears, you want X = 64. Then do the same to the very bottom line by dragging it upwards till Y = 40



Next you will add a Home waypoint . This is where the game shows your starting position.

Select the WayPoints Tab , The from the drop down list pick Home. Then apply it to the Map by holding SHIFT and left clicking on the map. You can remove a waypoint by Holding Shift and Right Clicking on the waypoint, You can move a wayPoint by selecting it from the list and Holding Shift and Left clicking on the map

Map Settings

Now we will be setting the basics of our map , so Pick Settings then Map Settings.

Now first you will uncheck all of the teams we wont be using, keep USSR and ENGLAND.
Then Type in a name for the Map
Set the Player to England
Set the Base to USSR
and finally check the SinglePlayer box

The Base is used when you want the AI to rebuild buildings, it can only be used for 1 Player normally the AI. It will rebuild your buildings in your base ,but they will belong to the AI. More on that later.

You can pick some movies etc to be played by setting them in the Intro - Lose boxes



Now Click on USSR

The Edge it not normally used in Red Alert, because when calling reinforcements you set a waypoint. And the waypoint can be on any edge.

The AI will need some credits to start any building with ,So for the Credits fill in with 200 this is 200 x 100 = 20000 starting credits
Next we need to change the techLevel it always starts at 99 which will include some units that are not normally built , change that to 15

Now we need to set the iQ of the AI team .
[IQ breakdown] MaxIQLevels=5 ; the maximum number of discrete IQ levels Production=5 ; building/unit production is automatically controlled by computer SuperWeapons=4 ; super weapons are automatically fired by computer GuardArea=4 ; newly produced units start in guard area mode ContentScan=4 ; will consider contents of transport when picking good target Aircraft=4 ; automatically replace aircraft or helicopters Scatter=3 ; will scatter from incoming threats [grenades and such] AutoCrush=2 ; automatically try to crush antogonists if possible Harvester=2 ; automatically replace lost harvesters SellBack=2 ; allowed to sell buildings RepairSell=1 ; allowed to choose repair or sell of damaged buildings

We don't want the AI to be going nuts building attacking and what have you so we are going to turn that down to 3, we can tell the AI what to build etc as we move on.



Now Click on ENGLAND
There is a few changes we need to make to the Player

First we should give them a few starting credits . so set the Credits to 200
As well set the tech Level to 15.
Now the players IQ should normally be at 0 , because as the Player you are supposed to be in control. You can set it to 1 if you would like the computer to auto repair your buildings , it usually will only repair a building once,
If you leave this set to 5 , and you are controlling a unit , then when you stop it goes some place else on its own , that is why , The computer is also deciding what to do with your units.

Finally set the Player Control box to be checked.



Just one More Thing to do before saving the Map

We need to place something for the player to control . For this we will give them an APC.
Pick the Units Tab , select the APC
Set the House To be England
Direction East
Mission Area Guard

Now to place the Unit close to the Home waypoint Hold down SHIFT then Left Click on the map,
To remove a Unit from the map , Hold SHIFT and right click on the unit .
To be able to change a units attributes Be in the Units Tab and left click on the unit a smaller window will appear.



Finally we can save the map

Pick File / Save As , then choose a name , I have named mine as Guide Map

I forgot to mention the Briefing , You can add Lines to the briefing
, add your text , any thing you want on a new line press the spacebar until the cursor goes to the next line down

Now go test your map , you should be able to drive around the map in the apc.
If not check everything up until this point

.

Now to start adding to the map
Ok now that we have a basic working Map setup we now want to start adding some things to it.

The first thing we should do is Turn On the AI's ability to produce units . It wont do much of anything until this is turned on , We don't need to do this for the player.

For this we will use a Timed Trigger. This trigger is going to turn on the production for the AI, it is also going to allow the computer AI to be able to autocreate some teams that we will add.

OK here we go !
Pick Settings / Triggers

Right Click in the Left side pane and add a trigger .

Set the following
Name = prod
House = USSR
Existence = Temporary
Type = E=>A1[+A2]
Event1 = Elapsed Time (1/10 min) = 2
Action1 = Production Begins = USSR
Action2 = AutoCreate Begins= USSR



OK lets briefly go over Triggers

House is the house generally what the trigger is going to affect .

Existence , This controls how long the trigger is going to last ,
Temporary this trigger will last as long as it hasn't been fired then it gets deleted, in other words this is a one time use trigger,
Semi constant this trigger will last until all of its conditions are met , then it gets deleted
Constant this trigger never gets deleted and will keep firing as long as its conditions are met, You can turn it off by using the action Destroy trigger from another trigger

Type
E=>A1[+A2] this is equal to Event 1 will fire Action 1 and optionally Action 2
E1 && E2 => A1[+A2] = Event 1 and Event 2 will fire Action 1 and optionally Action 2
E1 || E2 => A1[+A2] = Event 1 or Event 2 will fire Action 1 and optionally Action 2
E1=> A1 , E2 =>A2 = Event 1 fires Action 1 , Event 2 fires Action 2

Event 1 = Elapsed Time (1/10 min) + Time number
This is a timer that starts when the game starts , think of the number as roughly 6 secs * the number, so if you set it to 10 this is roughly 1 minute , You should avoid leaving it set to 0 , as it may not fire as the game is starting

Action1 = Production Begins + House
This turns on the ability for AI houses to start producing Units/Buildings/Infantry ,it doesn't actually make them produce things

Action2 = AutoCreate Begins + House
This turns on the Houses ability to use produce Teams that have AutoCreate Flag = checked
This means that any teams you have set with the autocreate flag turned on , the computer will randomly select one and start to produce that team , this is not quick and it takes about 5 or 6 mins before you see a team starting. It is one method of giving the AI some units to use.


Add Some USSR Buildings

OK we could add some teams now or we could add some ussr buildings , Ive decided to get the buildings out of the way before we start on teams.

pick the Structures Tab ,
Advanced Power Plant , Set the house to be USSR put 2 of these down

You can place buildings by Holding Shift Then Left Clicking the map
You can remove Buildings by Holding Shift then Right Clicking the building
You can Move Building by selecting the Structures Tab and then left clicking on a building and dragging it to where you want it.
You can Edit the buidlings attributes by selecting the structures tab and then left clciking on a building

Pick the red Barracks , set down 1 of these (the red one is USSR, the green one is allied)
Pick the warfactory and place one of these down

I put mine down near the middle of the right side of the map




Adding the AutoCreate Teams

Pick Settings/ Teams
Right click in the left hand pane
Fill in 2 teams

Name = aut1
House = USSR
AutoCreate = Checked
Priority = 7
Int Num = 1
Max Num= 2
Teams = E1; 5
Missions = Move to way Point =0

Name = aut2
House = USSR
AutoCreate = Checked
Priority = 7
Int Num = 1
Max Num= 2
Teams = 3Tnk;4, 4TNK;3
Missions = Move to way Point =0

You can also add in waypoints 0, 1 ,2 like in the picture.





Now save the map and Test it , When you get close to the USSR buildings you should see it producing the units, as the teams are completed they will move to waypoint 0


Ok lets talk a bit about Teams

House = the house that will own the team
Roundabout= is supposed to make the team pick a safe way to get to where they are going

Suicide = The team wont stop attacking until they are all dead , in other words they wont run away

AutoCreate = This is used to randomly pick which team to build , It only works if AutoCreate Begins was enabled by a trigger for an AI house, It only picks teams with the autocreate flag set.

Prebuilt = Ignore the number of units on the map and build anyway (it overides the Int Num and Max Num)

Reinforceable = Use this if you want a team to replace any that get killed , it is linked to the priority

Priority = Max = 20 = the higher this number the better chances of this team recruiting new members

Int Num = the Initial number of this team to produce (Not used for reinforcement teams)

Max Num = the max number of this team to have on the map at any time (Not used for reinforcement teams)

Teams = set what you want here
Missions I will talk more about missions later


Now that we have some units to play with we will create a couple of patrols

For this we will use a cell trigger and make 2 more teams, It is not the best way to do this as if we cross the celltrigger it wont create the patrol teams until the tank teams are completed .
But it will demonstrate the use of celltriggers to you.

We are going to create teams , the thing you need to remember is that when creating teams the units must already be on the map.

To start pick Settings /Teams Then right click in the left pane and enter the 2 following teams.

Name = pat1
House= USSR
Priority = 7
Teams = E1;3,3Tnk;1
Missions = Move to Waypoint=1 , Guard Area(1/10 min)=5,Patrol to WayPoint =2, Guard Area =5,Patrol to Waypoint =1,Guard Area=5,Jump To Line #=2,

Name = pat2
House= USSR
Priority = 7
Teams = E1;2,3Tnk;1
Missions = Patrol to WayPoint =2, Guard Area =5,Patrol to Waypoint =1,Guard Area=5,Jump To Line #=0,





Missions we have a few new things here

Move to Waypoint= way Point number , this makes the units move to the specified waypoint

Guard Area(1/10 min)= Time Number , the Time Num = about 6 secs per number , in our case we used 5 so 5 x 6 = 30 they will guard the area for roughly 30 secs

Patrol to Waypoint = waypoint number This makes the units move to the specified way point but here they will defend or attack any thing they encounter along their travels

Jump To Line #= Line Number this makes the missions repeat from the line number , the line numbers start at 0 and count downwards , so in the case of pat 1 we start the repeating after we have reached waypoint 1 and guarded the area , in the case of pat 2 we repeat all of the missions

Now we need a Trigger
Pick Settings /Triggers Right click in the left pane and enter in the following

Name = patu
House = USSR
Existence=Temporary
Type = E=>A1[+A2]
Event 1 = Entered By = England
Action 1 = Create Team = pat1
Action 2 = Create Team = pat2



Ok we have a few new things here

Entered By = House ,when you see the entered by this means it will be triggered by a cell trigger .










Now to start adding to the map Continued
Create Team =Team This tells the Computer you want it to Create a team from the available units already on the map. It will not create the team if any of the units are not available on the map
In our case it does not finish creating the autocreate teams until they move to waypoint 0,
so even though there is enough tanks in front of the war factory , the computer is still making the autocreate team. thus you have to wait till the tanks move to way point 0 before we can trigger the cell trigger to create the patrol teams

We will change how this works later to something a bit more elegant

If you change the Existence to be constant , it will create more of these patrol teams each time you cross the cell triggers.

Save your Triggers by pressing the Ok button

OK now we need some cell triggers
Click on the Cell Triggers Tab
Select the Patu from the cell triggers list

You can place down a cell trigger by Holding Shift and Clicking Left Mouse
You can Draw a Line of Cell triggers by Holding Shift and the Left Mouse Button Down and Dragging the Mouse
You can remove a cell Trigger by Holding Shift and Right Clicking with the mouse
You can remove a bunch of cell triggers by Holding Shift and the right Mouse Button down and Dragging the mouse over the cell triggers

Place a line of the Patu celltriggers about 10 cells out to the right of your apc from the top of the map to the very bottom.



OK before we test this there is one more thing we are going to do , just to make our lives a bit simpler, we will reveal the whole map to the player .

OK make a new trigger leave the name as aaaa this is going to be a temporary trigger so we will remove it at some point

Trigger
Name = aaaa
House = England
Existence= Temporary
Type = E->A1+A2
Event 1 = Elapsed Time (1/10 min) = 4
Action 1 = Reveal All Map

So what this does is after about roughly 20 seconds after the game starts , the player will be able to see everything on the map.




Alrighty now we can save the map. And then test it.
You will have to wait till the tanks move from the war factory to the waypoint 0 before moving your APC across the cell triggers .

Once you do wait , and you move your APC about 1/3 of the way forward towards the USSR base , after a little bit of time you will see two teams form up and start to patrol


If that doesn't happen , then either you moved your APC too early or you have something wrong, Go back and check all of your settings.

Reinforcements

I like using reinforcements because you can have units arrive on the map for a whole bunch of events,.

I will first show you how to send reinforcements when a building gets destroyed or attacked.
In our case we will actually use attacked.

First you need to add a turret ,
House= USSR
Direction South-SouthWest



Next we are going to add 4 waypoints , 3,4,5,6 ,You could use less , but i want to show you how to move the reinforcements around the map to where you need them.

I put wypnt 6 beside my turret but you can have it a bit further away.



Now we need a team to come to the rescue of the turret :-)

Team
Name = ure1
House = USSR
Priority = 7
WayPoint =3
Units = E3;10, apc;2
Missions= Move to waypoint=4,Move to Waypoint =5,Move to waypoint=6,Unload=0,Guard Area(1/10 min)= 40



You will notice in this case we added WAYPOINT =3 to this team , reinforcements need a point to spawn at , Usually this will be a waypoint outside of your map border. You can however spawn infantry at a barracks ,( you do that by setting a waypoint in the upper left corner of the barracks)
The edge of the map where the reinforcements spawn at doesn't matter , you can have them come from all sides of the map.
The only thing you need to keep in mind is they must have clear terrain to get to where they need to go , so if your map side is covered by say rocks , you cant spawn any there unless you make a clear path from the spawn point to someplace on the map.

We are also using another mission type UNLOAD , when you call in reinforcements and that team has transport available , any unit that can be transported will be inside of the transport, In our case here we have 10 rocket soldiers in side of the two apc's . so we want to unload those rocket soldiers


OK now we need a trigger to start our reinforcement.
Trigger
Name = ure1
House =Ussr
Existence= Temporary
Type= E=>A1+A2
Event 1 = Attacked by Anybody (or you can use destroyed by anybody ,attacked will trigger before the destroyed one will fire
Action1 = Reinforcement Team = ure1

Note : You can name Triggers and Teams the same thing, they are held in two separate lists internally in the game.
As well trigger names can only be 4 characters long , where as team names can be up to something like 13 characters long



OK now we have made a team and a trigger , we just have to tell the trigger what building we want it to fire on, when it gets attacked.

Go to Structures Tab then left click on the turret a small window should appear.
Set the Trigger to be ure1

You will note this is called a building trigger , It is denoted by a small green box on the building that has the trigger name in it.




OK now you can save your map and go test it , Take an APC and go attack the turret , then watch the right side of the screen and you will see the 2 Ussr apc's approach, when they get to waypoint 6 they will unload the rocket soldiers they have onboard.


Alrighty now a question for you , How can we change this last Team and or the trigger to make it so that anytime that turret gets attacked it sends more reinforcements?

Hover your mouse over the line below, to see the answer
The answer is to change the triggers existence to constant .

Another use for reinforcements/Create Team

Ok in this part we are going to give England some buildings , then blow one of them up, and then send in some reinforcements to the player.

Go ahead and add a construction yard , and waypoints 7,8,9 like in the picture below



Then add 4 demo trucks to the USSR like in the picture below



Now we need a team to attack the construction yard.

Team
name =cons
House = USSR
Priority=7
Teams= Dtrk;4
Missions= Move to waypoint =9,Invulnerable= 20,Attack Tarcom= 83886085

How did i get that 83886085 number ????
So first after you add the Construction yard , save the map , then open it up with notepad and look for .
[STRUCTURES] 000=USSR,apwr,256,1080,0,None,0,0 001=USSR,apwr,256,1077,0,None,0,0 002=USSR,barr,256,1977,0,None,0,0 003=USSR,weap,256,2616,0,None,0,0 004=USSR,gun,256,541,144,ure1,0,0 005=England,fact,256,3463,0,None,0,0 <----- this one

************* Attack Tarcom **************** Use the base Number. 83886080 // Building 218103808 // INFANTRY 469762048 // UNIT 503316480 // VESSEL Plus The Number from the MPR file for the thing to attack

So in our case , we use 83886080 + 5 (from the mpr file) which gives us 83886085

You can use Attack Tarcom on Buildlings/infantry/Units/Vessels that are on the map when the game starts. You don't really want to use this after some time has expired, because the target may not exist anymore.

But it can cause some havoc moments for the player to watch as his con yard gets blown up :)




Now to start adding to the map Continued 2
Now as you might have noticed i have used INVULNERABLE = TIme(1/10 min)
This causes the units to be invulnerable for the time specified
It would be almost the same as using an Iron Curtain , except we can change the time.

Alright now we just need a trigger , and we can reuse a trigger we already have to do this.

Can you guess which one ???

We will simply add Create Team = cons to the Ure1 Trigger .

This saves us from having to make another trigger .




Now we could have done this differently we could have made a totally new trigger with Build Building Type = Power Plant or something like that as the Event and the action 1 as Create Team = cons

Now being as I'm a nice guy i will send the player an mcv , once his construction yard get destroyed.

so now we need another trigger and a team.
Team
Name = mcv
House = England
Priority=7
WayPoint=P7
Teams= Mcv;1
Missions= Move To Waypoint=8, Deploy=0

Deploy will make the Mcv deploy into a construction yard

Trigger
Name = mcv
House = England
Event 1= Destroyed by Anybody
Action1 = Reinforcement Team= mcv

And as well set the Construction yard Trigger to be mcv








Now save the map , and go test it , when you attack the turret, the 2 apcs will show up , and the 4 demo trucks will blow up the construction yard, then an mcv will appear and deploy into a construction yard.

Now back to making our patrols start up automatically

we are going to change the patrols so that the patrol teams are formed automatically

First off we will add Set Global =1 to the aut1 Team , then for the aut2 team you will add SET Global =2

SET Global = Number this creates a global number that can be accessed from the trigger events,

You don't usually set a bunch of these , but the numbers can be unique.

So what happens is once the computer has finished autocreating the teams it sends them to waypoint 0 , then it will set two global numbers 1 & 2 once the teams have reached the waypoint 0
at this point we now know both the infantry and tanks have arrived and can now be used to create our patrol teams

I'm just going to show the picture for aut1 , go ahead and set the aut2 to Set Global =2



OK now im going to make a new trigger , you could remove the patu celltriggers and change the patu trigger.

Name=pat2
House=USSR
Type = E1 && E2 => A1[+A2] This means Event1 and Event2 must be true before it will fire Action1 and optionally Action2

Event1 = Global is set =1
Event2= Global is Set = 2
Action1 = Create Team = pat1
Action2 = Create Team = pat2





OK now save the map and go test it , you just need to watch till after the tanks stop moving once they reach waypoint 0 , after a short amount of time two groups will split off and start patrolling,


Win and Lose

Ok now we will set up the lose condition first ,

yet another trigger , and we will modify the Mcv one a tiny bit

Name=lose
House=England
Event1= Destroyed All= England
Action1= Winner is = USSR
Action2=Loser Is = England


Now Modify the action 2 of Mcv trigger to be All to Hunt= USSR




Save the map ,and go test it , wait few mins for the USSR to make a few riflemen then go attack the turret.
Once your construction yard blows up all of the Ussr team will head to your home position and proceed to make you lose, once all of your units/buildings etc are blown up the game should fail.


Win


A new trigger and we will also modify the Mcv team

Trigger
Name = win
House = USSR
Event 1 = Destroyed All = USSR
Action1 = Winner is = England
Action 2 = Loser is = USSR

Modify the MCV team by adding some more units
E1;20 ,E3;10,4TNK;5,E2;5




Save the map . and go test it

Attack the turret soon as the fog lifts , once your reinforcements arrive proceed to wipe out the USSR . don't forget to blow up the turret to win.




How to get Units to attack each other
OK first off we need to add some infantry to England , and we will also add another way point

Just to the right of WayPoint # 9 add 3 MiniGunners

House = England
Direction = East
Mission = Area Guard

Then to the right of the English Construction Yard add 3 More MiniGunners , and 2 grenadiers

In between those infantry and the Patu cell triggers add in Way Point 10




Alright now we will create our attack team .

Team
Name = atk1
House = USSR
Priority= 7
WayPoint = 3
Teams = E1;10
Missions = Move to waypoint =4 , Patrol to WayPoint =9 , Guard area =5, Patrol to WayPoint= 10, Attack = 4 , Jump to Line = 3

Attack can take several different numbers , In this case we want them to attack the english infantry
*********** Attack Options ************* 1 Anything 2 Buildings - any 3 Harvesters 4 Infantry 5 Vehicles - any 6 Ships - any 7 Factories 8 Base Defences 9 Base Threats 10 Power Facilities 11 Fake Buildings

OK now we need a trigger

Trigger
name = atk1
House= England
Type = E1=>A1 + A2
Existence = Temporary
Event 1 = Build Building Type = Power Plant
Actiom 1 = Reinforcement Team= atk1

I could change the Event to Entered By and place some Cell triggers , or Elapsed Time, Global Set = 1 any number of things i could use to fire off this trigger

Build Building Type = Building Type , This will fire when England Builds a Power Plant

I could change the Existence to be Constant , that way every time England Builds a power plant it sends the atk1 team ..


Save your map Now and go test it. Once England builds a power Plant , you should notice from the left side is 10 Ussr riflemen coming. These will stop to engage the first 3 english riflemen , then after a bit proceed to get wiped out by the grenadiers and riflemen ...

Now i want you to make a few small changes to the atk1 team.
First off you will check the box beside Reinforceable Next Change the Priority to 10

Now save the map again and test it . You should notice some different behavior from the ussr troops. First off any that get killed get replaced ,assuming you gave it a bit of time to make some troops before building your power plant

How does this work ???
Well two things are at play , first we bumped the Priority of the team up this means this team has priority over any others as far as adding team members goes, The Reinforceable Flag checked = Makes the computer decide that killed members of this team need to be replaced, and because it has the highest priority of all the teams , they get replaced as soon as they are killed . It will even take members from other teams to replace the ones that get killed here.

Remember the priority can go as high as 20. It is normally 7.

How to Load ,Unload.Troops into a Transport.

First you are going to add some things to your map
1 refinery each for Ussr and England place these near the bottom of the map

Some resources/ Gems , you can set the brush size , check the Gems box , place them with left click, remove them with right click, You don't need to Hold the Shift Key
Place at bottom of map in the middle

an Ore Truck for each Ussr and England , set the mission to Harvest put in the ore field.
Each refinery should come with an ore truck , but we can add some too.

Next 3 way Points 11,12,13 , 11 goes near top of map in between 6 & 1 , 12 across the map to the right , 13 between Home and 8
You can use any waypoint number , I like to keep things tidy so i use them in order generally.

A ussr APC , place it below the demo trucks.

The picture shows a transport , i changed it to an apc , because the transport cant attack they just sit there. You can do it with a reinforcement team, because the transport will retreat after it drops off its cargo



Now we need some teams
Team
Name =aut3
House = USSR
AutoCreate = Checked
Priority = 11
Int Num = 1
Max Num = 1
Teams = E3;5
Missions = Move to Waypoint =0 , Set Global =3

This team will be auto created , but we don't know when , so we will set a global number , so that the apc transport team will load up when this team is ready

Team
Name =trns1
House =USSR
Priority= 8
Teams = E3;5 , APC;1
Missions = Move to Waypoint=11, Load Onto Transport=0, Move to Waypoint= 12 , move to waypoint = 13, unload=0, Attack = 1,jump to line = 5

Load Onto Transport this requires a way point for both of the things to load and the transport vehicle itself . In this case they will load up at waypoint 11 . You can load up more than 1 vehicle

Keep in mind transport vehicles can only hold a maximum of 5 things at once


Now we need a Trigger
Trigger
Name =atk2
House = USSR
Existence = Temporary
Type = E = A1+A2
Event 1 = Global is set = 3
Action 1 = Create Team = trns1

Now save the map and test it , at some point after the computer creates the rocket launcher team , they will move to way point 11 and load up into the apc , then it will proceed to way point 12, 13 , unload and attack what ever is there,

I didn't use patrol to waypoint in this case because it wont unload until it gets to way point 13.

Ants you say
OK this might not be for all of you but i will show you how to get Ants into your map

First off open your mpr file , and paste the following into it above the [Basic] section, then save it , then open it up in the editor.

[ANT1] Image=ANT1 Name=Warrior Ant Primary=Mandible Strength=125 Armor=heavy TechLevel=-1 Sight=3 Speed=8 Cost=700 Points=40 ROT=8 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 [ANT2] Image=ANT2 Primary=FireballLauncher Name=Fire Ant Strength=75 Armor=heavy TechLevel=-1 Sight=3 Speed=8 Cost=700 Points=40 ROT=6 Tracked=yes Crewed=no NoMovingFire=yes [ANT3] Image=ANT3 Name=Scout Ant Primary=TeslaZap Strength=85 Armor=light TechLevel=-1 Sight=3 Speed=7 Cost=700 Points=40 ROT=9 Tracked=yes Crewed=no NoMovingFire=yes GuardRange=5 [Mandible] Damage=50 ROF=15 Range=1.5 Projectile=Invisible Speed=100 Warhead=Super Report=ANTBITE [TeslaZap] Damage=60 ROF=25 Range=1.75 Projectile=Invisible Speed=100 Warhead=Super Report=ANTBITE Charges=no

With out this added to the MPR file , you can place ants on the map but they will just sit there and do nothing. If you are only going to use say ANT3 you can remove the mandible and ANT1 & 2 parts

Now go to the Map Tab and select "Hill01" and place it something like in the picture.
Next add WayPoint 14 to the upper left corner of that Hill01 texture.

NOTE:
You can spawn infantry at a barracks in the same way by adding a way Point to the upper left corner of the barracks image.



Now we can place some ants on the map and they will attack , but depending on what faction we attach them to , we can have them as allies to either USSR, or England or to neither , I think in this case we will make them enemies of both factions.

GO to Map Settings , check the box beside BadGuy , then click on BadGuy, Now they don't need any credits because we will call reinforcements for them , But we do need to set their IQ and TechLevel , so IQ = 3 and TechLevel=15


OK now we need some ants to spawn , so we need a Team

Team
Name = ants
House = BadGuy
Priority = 7
WayPoint = 14
Teams = ant1;1 , ant2;1 , ant3,1
Missions = Do This = 14 (Hunt), jump to line # = 0

Now we need to trigger the ants reinforcement team , In this case we will make some cell triggers so that is the English cross over the cell triggers or the USSR crosses over some cell triggers we will create some ants .

Trigger
Name = ants
House = BadGuy
Existence = Constant
Type = E1 || E2 = A1+A2 ( This is Event 1 OR Event 2 will fire Action 1 and Optionally Action 2)
Event1 = Entered by = USSR
EVent2 = Entered By = England
Action 1 = Reinforcement Team = ants

Add some " ants" cell triggers like in the picture , Notice i kept the cell triggers above the gems , that way the harvesters wont trigger the ants.



Now save your map and go test it :)

If things go as i think they will , you will see a ton of ants LOL.. You can survive depending on how fast you build ..
And likely like mine did i lost my construction yard to the demo trucks when the ants attacked the
USSR turret, But the MCV team that arrived saved me . While the USSR team was completely wiped out by the Ants save for 1 civilian.

Ok so we need to limit how many ants spawn some how ......

We will use two triggers

Trigger
Name = ank1
House = USSR
Existence =Temporary
Type = E=A1+A2
Event 1 = # Destroyed, Units,# = 20
Action 1 = Destroy Trigger = ants


Name = ank1
House = England
Existence =Temporary
Type = E=A1+A2
Event 1 = # Destroyed, Units,# = 20
Action 1 = Destroy Trigger = ants


# Destroyed, Units,#
= Number This counts how many units of the given house gets destroyed,
It is cumulative meaning if you have two triggers that use this , if they are set to say 3 and 4 .
then one trigger you would set it to be 3 and the second trigger you need to add the previous 3 + the number you want so 3 + 4 would be 7 , we would set the second trigger to be 7

Destroy Trigger = Trigger to be destroyed , This is the only way to stop a constant trigger , In our case we need to stop the trigger "ants"


So what happens is we let as many ants spawn as the celltriggers are crossed , but we shut down the trigger after any 20 units from either Ussr or England are destroyed .

Now the damage the ants does is limited , you can tweak the 20 values , to account for how much damage you want.

Blowing Up bridges
Ok for this one i actually had used another map. So if you are adding it to the guide map you may have to change a few things like trigger names and teamtypes.
On this map i used England(player) and USSR , the two tanyas are english. and the barrels are spanish

Ok for the bridge tiles them selves , You cannot demolish the *X types , IE Bridge1x, bridge2x , so don't use these if you are planning on blowing them up. Unfortunately they have the better roads attached to them .

Here is a picture of what i had added to the map , click it to see a full size version.
Don't worry about adding the cell triggers or building triggers for now



Ok save your map and go test it using the tanyas on the map .
You should notice you will get a C4 icon if you hover over each Bridge Tile except the two on the right.

Ok in this exercise we are going to show you how to blow the bridges with using a tanya (player controlled) and vehicles , as well as a scripted tanya .

Vehicles first


First we need to add a TeamType
Name = aaaa
House = England
Priority = 7
WayPoint = P0
Teams : 4tnk: 5
Missions :Move to waypoint :1,attack waypoint :2 ,Jump to line : 1

Now we need a trigger
Name = bbbb
House = England
Existence= temporary
Type = E=A1+A2
Event1 = Elapsed Time : 5
Action1 = Reinforcemant Team : aaaa

Now save the map and go test it . After aprox 30 secs , 5 tanks should arrive on the map proceed to waypoint 1 then they will go to the first Bridge tile and attack it until it is destroyed

Now we will add a scripted tanya and see what she does .

New TeamType
Name = bbbb
House = England
Priority = 7
WayPoint =P0
Teams : E7:1
Missions : Attack waypoint: 3

Now on the BBBB trigger add the
Action2 = Reinforcement Team : bbbb


Now save the map and watch what the tanya does ,, She wont use C4 she uses her gun .

Ok Now we will blow up a bridge using the barrels .

First we need a trigger to make all of the barrels blow up , (you don't need the trigger added to all of the barrels like i did, just one beside another is enough,but on one that will get attacked )

Trigger Name = cccc
House = spain ( the barrels are set to spains house)
Existence = temporary
Type = E= A1+A2
Event1 = Attacked By Anybody
Action 1 = Destroy attached Building

Add this trigger to some of the barrels.

Now save the map , take one of the tanyas on the map and shoot the barrels. You should see the barrels blow up and the bridge remains intact.

Ok now we need the bridge to blow when we attack the barrels.

SO add another trigger .
Name = dddd
House = spain
Existence = Temporary
Type = E = A1 +A2
Event1 = None
Action1 = Destroy attached Building
Action2 = Destroy attached Building

Add this action to the cccc trigger
Action2 = Force Trigger : dddd

Add the dddd cell triggers to the bridge.

Now save the map , and go test it , when you attack the barrels the bridge and the barrels should blow up now.

Now i`m sure you could easily alter this to get the scripted tanya to blow up the barrel bridge.

Hint : Move the P3 waypoint to a barrel


Clean Up on Aisle 15
OK i think this is enough to get you started.

I will probably add more to it as i think of more things , well i can think of a few now.

Hopefully it will be enough to get some people started .
2 Comments
Nyerguds 3 May, 2023 @ 7:33am 
There is no need to explicitly set both "loser is" and "winner is" on the same trigger. Making any AI side win makes the player lose, and making any AI side lose makes the player win. This doesn't even take alliances in account; make your ally AI win, and you still lose. In the original missions, these triggers are only ever used with the player's House.
Rawflesh0615 30 May, 2022 @ 5:12am 
Thanks for making this kind of guide man.