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Lin Kuei Ominae
Hi

After some people finally found interest in good old TD mapping here some very old txt files i found on my HDD.
These are not from me, but explain quite well how to make a map with triggers and stuff.
The textfiles:Click to view attachment (take a look on the date of the files biggrin.gif )

make AI rebuild destroyed Buildings:
the Baseit tool allows the AI to rebuild destroyed Buildings:Click to view attachment
Use this on your map with already all enemy Buildings included in your map and it generates automatically the [Base] section in your maps ini file.
You can then still remove some of the buildings you dont want the ai to rebuild.
Hint: remove all enemy buildings (except conyard) from your [STRUCTURES] list to have an enemy that is forced to build up his base too. (like the player)

And finally my missions here on the 9. post
Warlord
QUOTE (Lin Kuei Ominae @ Apr 24 2007, 07:47 PM) *
make AI rebuild destroyed Buildings:
the Baseit tool allows the AI to rebuild destroyed Buildings:Click to view attachment


where do i put that?
Lin Kuei Ominae
QUOTE (warlord @ Apr 24 2007, 07:10 PM) *
where do i put that?

this is an old DOS command line tool
copy it and your map into the same folder.
open a command console Start/run/cmd.exe
change to the folder and start baseit.exe
it is selfexplaining without any parameter
and with a map as parameter it reads all enemy [Structures] and adds them to the [Base] section (make a copy of your map before!)
Warlord
TD mapping sure is complicated dry.gif

but thanks anyway. smile.gif
Tore
QUOTE (Lin Kuei Ominae @ Apr 24 2007, 09:18 PM) *
this is an old DOS command line tool
copy it and your map into the same folder.
open a command console Start/run/cmd.exe
change to the folder and start baseit.exe
it is selfexplaining without any parameter
and with a map as parameter it reads all enemy [Structures] and adds them to the [Base] section (make a copy of your map before!)


Can you post some screenshots? This confuses me! I know how to get to the command line but the rest.......
Warlord
QUOTE (tore)
Can you post some screenshots? This confuses me! I know how to get to the command line but the rest.......


do we really have to do this anyway? huh.gif
Lin Kuei Ominae
QUOTE (Tore @ Apr 24 2007, 07:59 PM) *
Can you post some screenshots? This confuses me! I know how to get to the command line but the rest.......

after you open cmd.exe there stands something like C:\blablapath (blablapath=path where you have baseit and your missions ini file)
simple type "baseit scgXXea.ini/scbXXea.ini" (XX= number of your map)
then chose the building from the list you want to be rebuild and press space to toggle between yes and no
finaly press enter to save the mission.
(stands all there btw, when you open the programm)

right now i see that the text is on some fields a bit messed up, but it still works
under rebuild stands "áâä" for yes and "àa" for no. no idea why.


QUOTE (warlord @ Apr 24 2007, 08:02 PM) *
do we really have to do this anyway? huh.gif

an enemy that doesn't rebuilds his base is boring. And the formula that calculates the buildings position into one number is quite strange.
Or do you mean the more general question "why spending time for TD"
Warlord
okay i tried doing it but it keeps having errors like:
Click to view attachment
this always happens when i try to open the map later, confused.gif
Lin Kuei Ominae
hmm, that is weird.
because you only need the [Base] section, what happens if you manually copy this into a copy of your map that hasn't been changed with Baseit?

i dont know how your map-editor works, but your screenshot looks like it would use the 26th waypoint to show you the player starting screen position and its view.
maybe its not baseit, and you have changed some map-editor settings.
Warlord
I did the run thing in the start menu as you said and ran the program, then i ran baseit with my map in the same folder once it finished i quitted the programs and went on my map editor and opened my map, ..then this happened confused.gif
Tore
try to minimize the window then expand it again.
Lin Kuei Ominae
i've tested baseit and the map editor and both worked fine. I wasn't able to produce your error.
So i have no clue what happens in your case warlord.

\EDIT
Why does there stand "untitled" in your editor? Haven't you saved your map?
Warlord
I don't know huh.gif on the original map it comes up with the name..
Lin Kuei Ominae
maybe you upload your original map and the one you've modified with baseit and i can take a look on them.
Warlord
Well, okay here's the original one:
Click to view attachment

and the wierd broken one: ohmy.gif
Click to view attachment
Tore
The map is not broken its not even modified. Why does Nod have mammoth tanks?
Warlord
QUOTE (Tore @ Apr 26 2007, 05:31 PM) *
The map is not broken


Click to view attachment
to me that is broken wacko.gif
and like i said i never had TD so i'll change the thing about the M tanks
Tore
Have you changed the map from desert to temperate?

and Warlord I have said this to you 999 times.

Right
Click to view attachment

Wrong
Click to view attachment

You should have known this like I said the buildings have dirt under them like in Red Alert.
Warlord
Ok i finaly get what you mean tore.
Lin Kuei Ominae
i tried your maps too. And both were broken.
In the map stands Theater=DESERT, but the editor opens them in TEMPERATE theme.
So i think Tore is right.
And it's also right, don't change the Theater after you've already placed the environment. Some Rocks,Trees,Rivers aren't available in each Theater. Except Winter and Temperate, those are quite the same.
Warlord
i never changed the theater while i was makin' em confused.gif
i first chose my theater then started making the map, i don't see what i'm doing wrong huh.gif

After finaly figuring out what tore meant here's the updated map file.
Lin Kuei Ominae
strange, i've tested this map too, and this one i also can't open. My CCWMAP aborts everytime with an application error.
Tore
I need some help on making the AI attack I can make them produce but not attack.
Lin Kuei Ominae
As far as i remember the AI builds all the units, that are listet in the Teams of the TeamTypes section.
Those are the Teams that attack in a group.

[Triggers]
This trigger tells the game to try to create a group of one of the TeamTypes and send it on its mission. the mission is defined in the [TeamTypes] section.
aut2=Time,Autocreate,10,Multi2,None,1
This is done every 10 timesteps and the 1 at the end tells that it loops.
Afaik the AI builds the units in a random way, so sometime this triggers finds the units to build one of the teams and sometimes not.

e.g.
Team 1 has 2 Minigunners
Team 2 has 10 Minigunners and 2 Tanks
Due to the fact that Team 1 can be created much more easy, it takes Team 2 the Minigunners. This could cause the game to never send Team 2 and leave many Tanks back in the Base unused.

so my tip would be, don't have equal units in different TeamTypes.

[TeamTypes]
The mission is defined in the TeamTypes: like go to waypoint 1, go then to waypoint 2, finally attack units or buildings.
mula=Multi6,1,0,0,1,0,15,1,0,0,1,LTNK:2,3,Move:1,Attack Base:99,Loop:99,0,0
This TeamType makes the AI create 2 Lighttanks and send them to Waypoint 1 (Move:1) and then Attack the enemys Base (Attack Base:99), and this should be repeated (Loop:99)
The number 3 between LTNK:2 and Move:1 tells the game the number of commands that will follow. here Move, Attack Base and Loop
The meaning of the many numbers between Multi6 and LTNK:2 is unkown to me. i just copy them.

However, it often happens that many units stay in the base and never do anything.

With this trigger you give the AI the command to attack with everything it has.
hunt=Time,All to Hunt,150,Multi6,None,1
Every 150 timesteps it starts this massive attack with all units. The number 1 at the end tells the game to loop this command. 0 would mean to run this trigger only one time.

This way an enemy can become, in a very easy way, very hard.
Just make many TeamTypes and this trigger. Et voilà, heavy war.

example:
[Triggers]
airs=destroyed,Airstrike,0,GoodGuy,aira,0
[TeamTypes]
aira=GoodGuy,1,0,0,0,0,7,0,0,0,1,A10:10,0,0,0
this gives the Player the airstrike special weapon with 10 Bomber after destroying somthing like
102=BadGuy,TMPL,256,905,0,AIRS


All these examples are from me, so to make sure that a trigger works, i recommend to copy them of the original Westwood missions.
Tore
Thanks! LKO
Warlord
LKO could you just give me the codes for the AI instead of me trying to get baseit to work, because that way i could do an old copy paste into my map. smile.gif
Lin Kuei Ominae
sure, upload your latest version here and i run baseit over it.
then you can copy the [Base] section out of the ini i'll post here.
But be sure that you don't change any building after you've inserted the Base section.
Warlord
latest version: Click to view attachment

EDIT: tried it again.. same result as last time dry.gif
Click to view attachment
this shows the base section in the ini file of that map that went wrong. Maybe i could edit that?
Lin Kuei Ominae
replace your base section with this
[Base]
016=NUK2,100673024
015=TMPL,922748672
014=TMPL,922761216
013=TMPL,134230272
012=OBLI,318779904
011=OBLI,318782464
010=NUK2,100673536
009=NUK2,167782912
008=NUK2,167782400
007=NUK2,167781888
006=PROC,67123968
005=OBLI,83895552
004=OBLI,151004416
003=NUK2,234890752
002=NUK2,234891776
001=NUK2,234891264
000=NUK2,100674048
Count=17

And very important.
TD and BaseIt are DOS programs. And DOS programs allow only filenames with a length of 8 characters.
so stop naming your maps with these windows filenames.
And TD allows mapnames with the syntax scXYYeZ.ini only. while X is g for goodguy and b for badguy. YY a number between 01 and 99. Z a letter between a and f (for alternate missions).
Warlord
could you post a tutorial on how to use baseit properly, please smile.gif
Crimsonum
I know this may be a little off-topic, but what's the difference between the wooden, and the steel crate? If I remember correctly, the
wooden crate gives you money, and steel crate was in some missions, but what does it actually do?
Robo fish
They were missions criticals objectives that you must get to be able to accomplish the mission, as far as i can remember.
Lin Kuei Ominae
QUOTE (Wolverine @ Apr 29 2007, 12:42 PM) *
could you post a tutorial on how to use baseit properly, please smile.gif

oh come on, is that really necessary? It's so easy!
1. Copy BaseIt.exe and your map (the ini file) into the same folder. The maps name should be 8 characters long.
2. right click into the folder (the one with Baseit and your map) on a free place, go to "New" and click on Shortcut (create a shortcut). Then type "cmd" and two times enter.
3. right click on the new created cmd.exe shortcut. Then Click on Properties. Open the Shortcut tab (initial aleady open) and remove the %windir% string in the "Start in:" field. Click OK
4. double click cmd.exe
5. type "BaseIt mapname" while mapname stands for the name of your map without the ending .ini (e.g. Mapname=scg01ea.ini, type: "BaseIt scg01ea")
6. go through the list of buildings shown by Baseit with the arrow keys and press space on every building you want to be rebuilded.
7. Press Enter and close this way BaseIt
8. look in your map and be happy about the new [Base] section.

QUOTE (WorManiac @ Apr 29 2007, 04:19 PM) *
...and steel crate was in some missions, but what does it actually do?

It is a Nuke component for Nod's Nuclear Missile.
In earlier Game versions you had to collect 3 of them during the campaign, to have it available in Nods final Mission. Now you allways have the Nuke after building the Temple.

But you can place 3 Steel Crates to give the Player an extra Missile. If the Player already fired a Nuke he can collect the 3 Crates and can have this way a second Nuke available.
e.g. If you Place 30 Steel Crates, the Player can shoot up to 11 Nuclear Missiles. devil.gif
Warlord
i got baseit to work and finaly got a rebuilding Ai smile.gif
Lin Kuei Ominae
and i found out, that you just had to right click on a building in CCWMAP to add it to the Base section.
Click to view attachment
Warlord
QUOTE (Lin Kuei Ominae @ Apr 30 2007, 08:42 PM) *
and i found out, that you just had to right click on a building in CCWMAP to add it to the Base section.
Click to view attachment

blink.gif ..I can't believe i was going through all that trouble to get that to work and you found out this..

but one thing i want to ask is there a way to stop the ai rebuilding after their cons yard is destroyed? huh.gif
Lin Kuei Ominae
??? isn't it the normal result, that if the conyard is destroyed, the ai doesn't rebuilds its base anymore.

But ok, 2 conyards of 2 different enemys can be a problem. I don't know a way to stop the ai from rebuilding. Maybe if you use Dstry Trig 'XXXX' and apply it on the Production Trigger of the AI.
Realpra
This may be the wrong place to post this, but you have been talking a bit about it and the thread is called TD mapping help - is there a way to change a desert map to a temperate map?

I can load it into the editor after having deleted some desert dirt marks, rocks, trees/shrubs, civ buildings and water - cliffs, roads, walls and tib can stay and it loads succesfully.

However when I use that in the game the map never loads the screen just goes black and everything freeze. This is wierd since I am able to load a map where I simply change the ini file to read temperat instead of desert, maybe the difference is in the bin file..

My main gripe with the desert theater is that the tib tree always turns into a tib plant no matter what as opposed to the trees in the temperat theater.

Anyway is there anyone who has done this or do I have to redo the map?
2kool4u526
This was kind of an unnessisary bump, you should have posted a new topic
Nyerguds
QUOTE (Realpra @ Oct 4 2009, 01:50 PM) *
I can load it into the editor

Which editor?

QUOTE (Realpra @ Oct 4 2009, 01:50 PM) *
My main gripe with the desert theater is that the tib tree always turns into a tib plant no matter what as opposed to the trees in the temperat theater.

What on earth are you talking about? All tiberium trees eventually mutate. That's the whole fricking point. But the Desert one starts mid-mutation, while the Temperate ones (temp has 2, des only 1) start out looking just like normal trees, indistinguishable except for their name.


And yes, some mod, plz split Realpra's post off to a new topic -_-

You bumped a TWO year old thread, man. Two year old.
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