Search the Community
Showing results for tags 'CCMAP'.
Found 1 result
Map Making with CCMAP: questions and clarifications
Darkstar387 posted a topic in Command & Conquer / Covert Operations Maps & ModdingHello everybody. I've been making custom missions for Tiberian Dawn for some time now, my love for the game renewed by Nyerguds amazing work with the unofficial patch. While I haven't ever uploaded any of the 28 maps I've created and tested, I can't remember how many times I've referenced this forum for answers and fixes for issues I've had. Anyway, let me get down to it: I have some questions regarding things I've noticed while scripting certain events in game and I was hoping I could get some clarification. I understand most of you here are probably experts by now, and I was hoping I could tap into some of the brilliance you all so generously bring to this forum. 1.) When triggering AI production using the "Time" event, I've noticed that I have to include a player for the trigger to work properly. I've seen Nyerguds state on multiple occasions that a specific house is not needed in the production trigger, but I've tested it and my findings seem to point to the contrary. Has anybody else encountered this? Am I perhaps using an unpatched version of the game? (1.06c r3) [Triggers] PROD=Time,Production,1,BadGuy,None,10 (WORKS) PROD=Time,Production,1,None,None,10 (DOESN'T WORK) 2.) On some occasions, I've noticed units from specific teams not following their way points. this is especially prevalent in teams being reinforced via helicopter. The way points are clearly defined in the .ini file, I've tried it with the team's "X Key" option toggled on and off. There doesn't seem to be a difference. Sometimes the units will move to the corner of the map, sometimes they will just sit outside their production facilities... it seems as though this happens at random. I always put the way points on solid, clear ground (never on top of an overlay). I could provide the files for 2 missions scripts where this issue persists if anyone would like. 3.) What is the maximum number of diverse units sustainable in one teamtype? I never go beyond 4 different units, or 15 units total. 4.) Has anyone gotten the "Attack Civilian" trigger to work correctly? I use it but the AI doesn't attack units belonging to the neutral faction, they just sit there. Alliances were checked and the 2 houses were verified to be enemies. [TeamTypes] QRF1=BadGuy,1,0,0,0,0,15,0,0,0,4,E1:3,E4:2,BIKE:2,LTNK:2,3,Move:5,Move:6,Attack Civilian:90,0,0 I'd appreciate any help I can get. Thank you!