Command & Conquer editor
Text file description:
CCEdit -- a Command and Conquer Editor CCEdit Version 1.3 (revision 1), written by buggy@adam.com.au CCEdit allows you to edit the following: * weapon payloads for infantry, vehicles and some structures * infantry and vehicle costs * structure costs * power needed by the structures * power produced by the structures * structure and unit hit points READ THESE WARNINGS! -------------------- * This program makes changes to the file: game.dat. This file is required to play Command and Conquer. You may feel safer if you make a backup copy of this file (or be prepared to copy it off the cdrom if something goes wrong). * You use this program at your own risk. If anything happens as a result of you using this product, I am in no way accountable for any damaged caused. * I do not guarantee that this program works on your system. It works for me, that is all I can say. * If you use this program to cheat in multiplayer Command and Conquer, you are scum. It might produce synch errors if the players have different values, I will test this out and update this file when I have. How to Start CCEdit ------------------- Put ccedit.exe into the directory where Command and Conquer is installed. Then type: ccedit to start the program. How to Navigate in CCEdit ------------------------- At any time (except when you are being prompted to enter a new value), you can get help by pressing F1. This tells you of all the available commands for that screen. You use the up and down arrows on the keyboard to move up and down the lists. To select an item on a list, press the ENTER key. If you are on the main screen, this will take you to another list showing the available units/structures available for editing. If you are in one of the sub-menus, you will then be asked to enter a value. If you pressed enter by mistake, entering a negative number (-1 for example), will make no change. When changing weapons, to exit the list of available weapons without making any changes, press ESCAPE. To accept the highlighted weapon, press ENTER. Pressing the HOME key will take you to the top of any list. Pressing the END key will take you to the bottom of any list. To move from a sub-menus to the previious screen, press ESCAPE. If you have made some changes but have not saved them, you are asked whether you really want to exit. Type 'y' if you want to lose the changes (without the 's of course). To exit the program, you must be in the main screen. From there, press ESCAPE, and the program will terminate. Resetting The Values -------------------- In any of the sub-menus, you may reset the value of the currently selected item (which is pointed to by a arrows on the left) by pressing 'd'. This resets the value to what originally shipped with Command and Conquer. Note that you still have to save these changes just like any others. Saving Your Work ----------------- You can save your work (in the sub-menus) by pressing 's'. You will get a message on the bottom of the screen that they have been saved. Maximum and Minimum Values -------------------------- The following minimum values apply: The minimum unit cost is 1. The minimum structure cost is 1. The minimum power needed is 0. The maximum power needed is 255. The minimum power produced is 0. The maximum power needed is 255. The minigunner has a maximum cost of 255. The maximum hit points for any 'light' unit is 127. The minimum hit point value for anything is 1. What You Can't Edit ------------------- So far, you cannot edit the costs or weapons of the following: Any aircraft other than the orca, and any boats. You also cannot edit the construction yard (power output or power requirements). The only buildings which you can edit the weapons on are those that already have weapons (obelisk of light, guard tower, advanced guard tower, turret and sam site). Some of the units that occur only in multiplayer mode are not available for editing. You cannot edit any of the civilian buildings or people. Editing Weapon Payloads ----------------------- There is a general problem with putting lasers on anything else than obelisks: when they fire, there is no graphic (the red line) to indicate that it was fired. Sound effects are still made, however and the opponent still takes damage from the hit. Not all the possible weapon payloads work. For example, putting a laser in a turret or gun tower didn't work for me. Putting a flame thrower into an orca didn't work either. Putting lasers into sam sites doesn't create incredible air defence as lasers can only hit ground units. Putting the napalm weapon on anything is pretty useless. This is because the napalm bomb drops straight down onto the same square that the firing unit is in. This unit takes no damage from the napalm, but the surrounding units do. Good only for suicide attacks as you have to get right next to another unit. With the mammoth tank, you can only edit its missle attack, not its dual cannons. There is only one entry for machine guns (for humm-vee, nod buggy and APC) as there is a second variable that affects which type of gun it is (which I don't change as I don't understand it yet). I don't know what the difference between the two types of flamethrowers is. I think that the tank version may be more powerful. The bio-weapon seems just to be a green flamethrower. There are a number of high explosive rockets in the weapon list. I cannot see that much of a difference between them, but it is probably to do with range and the damage done. Editing Hit Points ------------------ The group called 'light units' all have a maximum hit point value of 127. These units are: the orca, stealth tank, mobile artillery, rocket launcher (MRLS) and the infantry units. The other units can have as high a value as you like (up to about 32,000 or so). For example, giving a medium tank 5000 hit points requires 125 hits from a nod turret to kill it (I counted). Any Problems ------------ If you find any bugs in this program, please email me at buggy@adam.com.au and let me know. Thanks. Updates ------- Whenever I release a new version of this program, it will be available at http://adam.com.au/~buggy So You Want This in Graphics? ----------------------------- HAHAHAHAHAHAHAHAHAHAHA! Never! You don't want to pay for this editor, I don't want to do any graphics. Its as simple as that. Text is more than adequate. Remember, try and finish Command and Conquer without cheats first. Using cheats may ruin your enjoyment of the game. I hope you find this of program of some use. Feel free to email. Enjoy! Andrew Griffin (buggy@adam.com.au) http://adam.com.au/~buggy NOTE: this file must be distributed with the executable. CCEdit Revision History Version 1.0 Never released to the public. Version 1.1 Added the infantry units and allows editing of the weapon payload. Version 1.2 Included the rest of the available weapons. New weapons added are: sniper's rifle, pistol, bio-weapon, 120mm cannon from the mammoth tank, the gunboat missle, napalm bomb and incendiary missle. There are now a total of 22 weapons. The two unidentified weapons were not included (types 0x17 and 0x18). They had no sound or graphics - I think they are associated with the tiberium. Version 1.3 Allowed editing of hit points for both structures and units. This will probably be the last update unless I have stuffed up my code somewhere. Revision 1 Allowed editing of the commando's weapons and cost. Corrected the name of the Dragon missle. Andrew Griffin (buggy@adam.com.au) http://adam.com.au/~buggy
File information
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File name: ccedit.zip
File size: 36.01 KB
Mime type: application/x-dosexec; charset=binary compressed-encoding=application/zip; charset=binary
January 21, 2010 - 11:43am