FlyingZ's Tutorial
Scripts not in FA2
How to add scripts to a map manually:
Make any script named "Whatever"
0=Move to waypoint (near structure)
1=Anything
Open the map in NotePad search for "Name=Whatever"
Replace 1=X,X with:
60,0 = Enter Grinder
61,0 = Occupy Tank Bunker
62,0 = Enter Bio Reactor
63,0 = Occupy Battle Bunker
64,0 = Garrison Structure
Unused voxels
Use XCC and locate RA2.mix/local.mix. There you will find leftover voxels from previous games with the same engine. Add Image=XXX to an existing vehicle and it will take on that new image.
Resizing the map | ||
Map properties menu | 40 Resize Player View... | |
Left | = | Left |
Top | = | Top |
Bottom | = | Height |
Right | = | Width |
FAQ
Q: How do you make the terrain not seen in FA2?
A: Copy/Paste
Q: How do I edit INI a map?
A: Never use the INI editing offered in FA2. Open the map in NotePad and add your new editing anywhere.
Q: How come I can’t place cliffs or slopes where I want?
A: Use the Hide tileset function.
Q: How long does it take to make a good map?
A: 15 - 20 hrs. or it's called a N00B map.
Enable | Will it function |
Type | 0 = Fire once only 2 = Fire more than once |
Event | When to fire |
Action | What to do |
Actions can use player @ X
Events can only use houses
This trigger will fire after 5 sec.
Type = 0
Event0 = 13 Elapsed Time... Parameter = 5
This trigger will repeat every 5 sec.
Type = 2
Event0 = 13 Elapsed Time... Parameter = 5
This trigger will fire after 5 sec. each time it is enabled by another trigger.
Name = Loopy
Type = 2
Event0 = 13 Elapsed Time... Parameter = 5
Action0 = 54 Disable Trigger Parameter = Loopy
Variables
A variable holds a value in memory and can be read by a trigger.
Set = on Clear = off
When Tanya and Boris and both dead the speach "Critical Unit Lost" will play.
Create the variables
Create two variables by giving them names in the description box.
Edit > Local Variables > Description
Name them “TanyaDead” and “BorisDead”
Changing the state of the variables
Make a trigger named “TanyaKilled”
Event0 = 48 Destroyed by anything
Action0 = 56 Local Set Parameter = TanyaDead
Make a trigger named “BorisKilled”
Event0 = 48 Destroyed by anything
Action0 = 56 Local Set Parameter = BorisDead
Make a team named “Tanya” consisting of 1 Tanya
Attach Trigger “TanyaKilled” to the team by entering it in the Tag box in the team menu.
Make a team named “Boris” consisting of 1 Boris
Attach Trigger “BorisKilled” to the team by entering it in the Tag box in the team menu.
Make a trigger named “AllDead”
Event0 = 36 Local is set... Parameter = TanyaDead
Event1 = 36 Local is set... Parameter = BorisDead
Action0 = 21 Play speech... Parameter = EVA_CriticalUnitLost
You can check or change the state of a variable as many times as you want from any trigger you wish.
Warning: When you attach a trigger to a team you are actually attaching a copy of the trigger to each team member. If the trigger calls for reinforcements when dead then reinforcements will arrive each time a team member is killed. If the trigger is attached to the reinforcement team than the resulting loop will eventually fill the map with reinforcements.
INI Editing
How to make changes to a map
Get the XCC Mixer http://xccu.sourceforge.net and extract rulesmd.ini from expandmd01.mix in your RA2 directory. Rulesmd contains all the game information you can use to edit a map.
Only enter information you want to change. Under [IronCurtainSpecial] there are several entries. We only want to make it always available in a skirmish.
[IronCurtainSpecial]
DisableableFromShell=no
Be advised rulesmd has leftover entries from previous games that no longer work. A fair guide on what the entries mean can be found at http://www.deezire.net
Some of my edits:
Select all, copy, and paste in your map
NOTE: If you use more than one combine like headdings (Put all AudioVisual
entries under one AudioVisual heading)
Reveal all map |
Flame Tank |
Replace mining with
indestructible oil derrick |
Mech |
Carpet Bomber |
Airburst nuke |
Ion Storm (uses allied weatherstorm) Create lightning storm at center map |
INI Notes
References for common edits
Generic Prerequisites
Prerequisite=POWER
Prerequisite=BARRACKS
Prerequisite=PROC
Prerequisite=RADAR
Prerequisite=TECH
Prerequisite=FACTORY
Armor types
Verses | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
Armor | None | Flak | Plate | Light | Medium | Heavy | Wood | Steel | Concrete | Special_1 | Special_2 |
Unit type | GI | Tanya | Tesla Troop | IFV | Harvester | Grizzly | Reactor | PillBox | Conyard | Drone | V3 Rocket |
Reinforcements
A reinforcement trigger calls for a team to be created.
Reinforcement trigger actions
4 Create Team...
If there is no entry in the "Waypoint:" box in the team menu, this team will be built in a factory.
7 Reinforcement (team)...
If there is an entry in the "Waypoint:" box in the team menu, this team will be appear at that waypoint.
80 Reinforcement (team) [at waypoint]...
Team will appear at this waypoint overriding the "Waypoint:" box in the team menu.
107 Reinforcement by Chrono...
Team will appear by chrono at this waypoint overriding the "Waypoint:" box in the team menu.
Basic team characteristics
House | Owner of the team |
Waypoint | For trigger actions 4 and 7 |
Tag | Attached trigger |
Transport waypoint | If Cargo plane = yes where does it come from |
Loadable | Can it be loaded |
Full | Is it already loaded |
Recruiter | Can use existing units (for trigger action 4) |
Cargo plane | Paradrop |
Avoid threats | Go around danger |
The rest are for advanced mappers. If you are willing to go the extra step here is a map containing all the AI triggers, teams, and taskforces used in the game for you to study.
AI Triggers.zip