QUOTE (Tore @ Apr 24 2007, 12:24 PM)

Yes, but if you got Covert ops you can make them appear on the "New missions" menu.
correct. if you use unused numbers then your mission appears in the new mission menu.
free mission numbers
GDI:
scg24ea.ini-scg35ea.ini
scg37ea.ini
scg39ea.ini
scg42ea.ini-scg49ea.ini
scg51ea.ini-scg99ea.ini
Nod:
scb22ea.ini-scb30ea.ini
scb34ea.ini
scb36ea.ini
scb38ea.ini-scb99ea.ini
they are in this unordered way because the original covert ops missions take some of the places in between.
QUOTE (Tore @ Apr 24 2007, 12:24 PM)

Thats the mobile headquarters.
and if you place one of these, the side has lost, which HQ is destroyed. something like retreat. all things explode.
Basebuilding
If you want the AI to rebuild certain buildings you need the Baseit.exe tool.
It adds the [Base] section into your maps ini file.
\EDIT
Because i haven't found it via google here the one i used ages ago:
BASEIT.zip ( 10.49K )
Number of downloads: 206If you use this and then remove all enemy structures from your map except the conyard, you can even have an enemy that builds his base, instead starting with a full base.
Triggers
because they are quite complicated to create by hand, just copy a trigger from an existing map.
so its very easy to activate the airstrike for Player/AI or Nod's Nuke/Ion Cannon for the AI.
If you want certain teams to attack the player you can copy one from an original mission too. You only have to adjust the waypoints to your maps waypoints.
Also Cool is the AI trigger for the Harvester if it gets attacked in some of the original missions. Then the enemy attacks the player with everything he has.
Use this Harvester mass attack trigger and change it to a timer based trigger and you have a really strong enemy.
If you seek for some triggers you can take a look on my old missions i've posted
here on post #9
This post has been edited by Lin Kuei Ominae: Apr 24 2007, 02:55 PM