FlyingZ's Tutorial

- Scripts not in FA2
- Unused Voxels
- Map Editing
- Trigger Basics
- Variables
- INI Editing
- INI Notes
- Reinforcements
- FlyingZ Triggers (new page)

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.

Map editing

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.

Triggers Basics

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 [MultiplayerDialogSettings] Shroud=no [GASPYSAT] TechLevel=11 [GAGAP] TechLevel=11 | Flame Tank [AudioVisual] Dig=yuridie DigSound=Dummy [SUVW] Cost=600 Armor=Special_2 Image=subtank Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance Sight=6 UIName=name:unfairad Primary=BURNER Strength=350 Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1} TechLevel=-1 VoiceMove=TrexMove CrateGoodie=yes ThreatPosed=40 VoiceAttack=TrexMove VoiceSelect=TRexSelect ElitePrimary=BURNERE MovementZone=Subterannean Prerequisite=FACTORY Insignificant=no [BURNER] ROF=1 Range=3 Damage=10 Report=TRexSelect Warhead=BURNERWH Projectile=BURNERP [BURNERE] ROF=1 Range=3 Damage=12 Report=TRexSelect Warhead=BURNERWH Projectile=BURNERP [BURNERP] AA=no AG=yes Image=none Inviso=yes Inaccurate=yes FlakScatter=yes SubjectToWalls=yes SubjectToCliffs=yes [BURNERWH] Verses=600%,500%,200%,25%,30%,20%,20%,30%,15%,200%,0% AnimList=INITFIRE InfDeath=4 CellSpread=1 ProneDamage=100%
Replace mining with indestructible oil derrick [CAOILD] Immune=yes LegalTarget=no ProduceCashDelay=20 ProduceCashAmount=100 [HARV] TechLevel=11 CrateGoodie=no [CMIN] TechLevel=11 CrateGoodie=no [GAREFN] TechLevel=11 [NAREFN] TechLevel=11 [GAOREP] TechLevel=11 [NAWEAP] Prerequisite=NAHAND,NACNST [GAWEAP] Prerequisite=GAPILE,GACNST [NAYARD] Prerequisite=POWER,NACNST [GAYARD] Prerequisite=POWER,GACNST [NARADR] Prerequisite=NAHAND,NACNST [GAAIRC] Prerequisite=GAPILE,GACNST [AMRADR] Prerequisite=GAPILE,GACNST [NAINDP] Prerequisite=NATECH,NACNST [NAPSIS] Prerequisite=YAWEAP,YACNST [YAYARD] Prerequisite=YABRCK,YACNST [YAWEAP] Prerequisite=YABRCK,YACNST [SMIN] TechLevel=11 CrateGoodie=no [YAREFN] TechLevel=11 Give Derrick to each player at game start | Mech [SUVB] Cost=3000 Size=6 Armor=medium Image=hmec Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance Sight=6 Speed=4 Points=55 UIName=name:warmonge Weight=3.5 Primary=MecGun Soylent=3000 Category=AFV Explodes=yes Strength=800 Maxdebris=3 MoveSound=ApocalypseMoveStart Secondary=MammothTusk TechLevel=-1 Trainable=yes VoiceMove=ApocalypseMove BuildLimit=1 CrateGoodie=yes SelfHealing=yes TargetLaser=yes ThreatPosed=40 VoiceAttack=ApocalypseAttackCommand VoiceSelect=ApocalypseSelect ElitePrimary=MecGun MovementZone=Destroyer Prerequisite=FACTORY,TECH Insignificant=no EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToPsionics=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER [MecGun] ROF=100 Anim=GCMUZZLE Range=7 Speed=100 Damage=150 Report=GrandCannonAttack Warhead=MecGunWH Projectile=InvisibleLow [MecGunWH] Wall=no Wood=yes Bright=yes Rocker=yes Verses=100%,100%,100%,200%,100%,100%,60%,100%,60%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG InfDeath=2 CellSpread=1 Conventional=yes Walker
Carpet Bomber [ORCA] Ammo=3 Cost=2000 Image=FORTRESS Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry UIName=mission:mojotip Primary=FortBomb PipScale=Ammo Strength=800 MoveSound=BlackEagleMoveLoop ThreatPosed=10 ElitePrimary=FortBomb CrashingSound=BlackEagleDie ForbiddenHouses=none [FortBomb] ROF=10 Burst=4 Range=1.5 Speed=20 Damage=250 Report=KirovAttack Warhead=FortHE OmniFire=yes RadLevel=100 Projectile=FortBombP CellRangefinding=yes [FortBombP] Arm=10 Image=ZBOMB Shadow=no Vertical=no Acceleration=1 DetonationAltitude=20000 [FortBombP] Arm=10 Image=ZBOMB Shadow=no Vertical=no Acceleration=1 DetonationAltitude=20000 [FortHE] Wall=yes Wood=yes Bright=yes Rocker=yes Sparky=no Verses=100%,100%,100%,70%,35%,35%,15%,15%,5%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 InfDeath=2 Tiberium=yes Radiation=yes CellSpread=2 ProneDamage=70% Conventional=yes PercentAtMax=.5 Requires Airforce Command | Airburst nuke [NAMISL] UIName=name:bombing [GiantNukeUp] AA=no Arm=2 ROT=4 Image=MISLCHEM Cluster=9 Airburst=yes Vertical=no VeryHigh=yes AirburstWeapon=V3Cluster [NukeCarrier] ROF=1 Speed=5 Damage=2000 Warhead=NewNuk RadLevel=600 [NukeSpecial] UIName=name:bombing SidebarImage=darken [V3Cluster] Warhead=DemobombWH [NewNuk] Sparky=no Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%Conventional=yes AnimList=EXPLOSML InfDeath=7 Tiberium=yes Radiation=yes CellSpread=9 PercentAtMax=.02 Requires Nuclear Missile Silo
Ion Storm (uses allied weatherstorm) [General] LightningDamage=25 LightningDeferment=1 LightningPrintText=no LightningCellSpread=100 LightningScatterDelay=8 LightningStormDuration=10000 LightningHitDelay=1000 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