C&C Tiberian Dawn Editor Reference

Object Settings

A thing rendered on the map. Encompasses all overlays, bullets, buildings, units, infantry, smudges and terrain.

Structure Settings

An immobile techno object, some of which produce units or yield other benefits. A collection of structures make up a base. There can be no more than 500 structures in the game at once.

Base / Base Priority

Indicates the priority order that the AI should build or rebuild structures in, highest priority first. If -1, the structure will not be rebuilt at all.

Direction

Which way the structure is facing to begin with. Relevant only to things like turrets which can rotate.

House

Which side the structure belongs to, gdi/nod/etc. See "Houses"

Prebuilt

If checked, the structure will already be built at the start of the scenario. If not checked, and house is AI controlled, the structure's position indicates where the AI should build it once it has enough credits to do so. The AI can build here even if not adjacent to another one of their buildings. Note that only the type and position of the structure are used; if a trigger is attached, for example, this will not be attached to the new structure when constructed. Note also that the AI will not construct anything until the "Production" trigger action has been activated. See "Action Types"

Strength

The structure's health, where 255 is full health.

Trigger

A trigger definition to attach to this structure (see "Triggers"). Note that triggers cannot be attached to non-prebuilt structures (see "Prebuilt" setting)

Unit Settings

Strictly speaking this refers to vehicles, but the term is commonly used more loosely to refer to infantry, civilians and other mobile objects as well. Each unit type has a weapon type which determines how that unit fights. There can be no more than 500 units in the game at once.

Direction

Which way the unit is facing to begin with

House

Which side the unit belongs to, gdi/nod/etc. See "Houses"

Mission

The unit's starting behaviour, or "mission". See "Unit Mission Types"

Strength

The unit's health, where 255 is full health.

Trigger

A trigger definition to attach to this unit (see "Triggers"). Note that triggers cannot be attached to aircraft.

Terrain Settings

Scenery objects that sit on top of the map tiles

Trigger

A trigger definition to attach to this terrain object. See "Triggers".

Unit Mission Types

Missions assigned to individual units.

Transitions between unit mission states
Index Name Description
-1 (none) no mission
0 Sleep do absolutely nothing, even if attacked. Not recruited into teams or rescue missions.
1 Attack The same behaviour as used when the player instructs a unit or structure to attack something. The unit attempts to move within weapons range of its target and open fire. Without a valid target, the unit will revert to the "Guard" mission. A gunboat or A10 aircraft with this mission will switch to "Hunt" instead. When an orca or apache's target becomes invalid or they run out of ammo, they identify a helipad and switch to the "Enter" mission, or if one isn't available they pick somewhere else to land and switch to the "Move" mission.
2 Move The same behaviour as used when the player instructs a unit to move somewhere without a specific target to attack. The unit attempts to move to its destination. Once there, or if the destination becomes invalid, it will revert to the "Guard" mission. A gunboat with this mission will switch to the "Hunt" mission instead. An A10 will switch to "Retreat".
3 Retreat Used by aircraft to leave the map, having served their purpose. For example, after a chinook unloads reinforcements. Does nothing for other object types.
4 Guard stay still and target any enemy units that come within weapons range, prioritising the one that is the greatest threat. If the unit is computer-controlled and attacked before it has idenitifed a target, it switches to "Hunt" mission and targets the attcker. Units will typically revert to this mission if they cannot complete their current one, as it makes for a sensible idle state. Certain units will then switch to a more appropriate mission, however. Aircraft in flight with this mission will switch to "Move" or "Enter" as they try to land. An orca, apache or defensive structure will switch to "Attack" if they have a valid target. A hovercraft carrying units will switch to "Unload". A gunboat will switch to "Hunt". A non-player-controlled harvester will switch to "Harvest". A non-player-controlled MCV in multiplayer will switch to "Unload". A repair bay will switch to "Repair" if a unit is waiting for repairs. A refinery will switch to "Harvest" if a harvester is waiting to dock.
5 Sticky stay still, reacting only if attacked, at which point the unit will switch to the "Guard" mission. Not recruited into teams or rescue missions.
6 Enter move into object cooperatively. Units carry out this mission when boarding carrier units like APCs, or when entering the repair bay, helicopters use it to land on a helipad, and harvesters use it to dock at the refinery. If the destination becomes invalid, the unit will revert to the "Guard" mission, or a helicopter might "Move" to an alternative landing spot.
7 Capture unit moves into target structure in order to capture it. Used by engineers. If the target becomes invalid, the unit reverts to the "Guard" mission
8 Harvest hunt for and collect tiberium, or process tiberium. Used by harvesters and refineries. Not recruited into teams. Once the harvester is full, or cannot find any more tiberium, it identifies a refinery to return to and switches to the "Enter" mission. If the harvester can't find anything to do, it switches to "Guard". When a harvester is ready to un-dock from a refinery, the refinery also reverts back to "Guard".
9 Guard area active guard of area. Unit will move to attack enemies within 2x their weapons range, prioritising the one that is the greatest threat, but won't stray further than 1x their weapons range from their starting spot, and will return to this spot again afterwards. If unit is computer-controlled, and attacked before it has identified a target, it switches to "Hunt" mission and targets the attacker. Not recruited into teams. A harvester with this mission will switch to "Harvest" intead. An orca or apache with this mission will switch to "Attack" if they have a valid target.
10 Return not used. Possibly intended for returning harvesters at some point, but they use "Enter" mission instead.
11 Stop not used.
12 Ambush wait until discovered. The unit remains in place until the player uncovers them, at which point they switch to the "Hunt" mission, if computer-controlled. If attacked before they have identified a target, the unit targets its attacker.
13 Hunt The unit is instructed to target its greatest threat anywhere on the map and move to engage it. If the target becomes invalid it will select a new one. Not recruited into teams. An MCV with this mission will instead find a suitable place to deploy. A gunboat will travel horizontally across the map targeting the greatest threat within 2x weapons range. An A10 will bomb its target then switch to "Retreat". A cargo plane will switch straight to "Retreat". An orca or apache will switch to "Attack".
14 Timed Hunt Behaves the same way as for "Guard Area" until either attacked, or a certain amount of time has elapsed, or its house have lost 1/5th of their units, or it gets a particular random dice roll. The unit then switches to the regular "Hunt" mission. If the unit is attacked before it has identified a target, it targets the attacker. This mission is used for the simple multiplayer AI.
15 Unload the object delivers the thing it is carrying. Used by carrier units like APCs to unload the units inside, by MCVs to unpack, and by the weapons factory when a unit is produced. After an APC attempts to unload, whether successfully or not, it reverts to the "Guard" mission. In multiplayer a non-human-controlled MCV will attempt to unpack at its current location and if unsuccessful, will switch to the "Hunt" mission which tells it to look for a suitable spot. If a hovercraft cannot unload, it simply leaves the map. After a cargo plane has attempted to drop off its cargo, it switches to "Retreat". A chinook will also switch to "Retreat" after unloading reinforcements.
16 Sabotage used by the commando unit to C4 a building. After attempting to sabotage the target building, the unit reverts to the "Guard" mission.
17 Construction structure build-up operation. Structures perform this mission when first built, to play their "construction" animation. Once finished, the structure switches to the "Guard" mission. Does nothing for units.
18 Deconstruction structure build-down operation. Structures perform this mission when they are sold, to play their "deconstruction" animation. If a repair bay with this mission has a unit on it, it sells the unit instead and returns to the "Guard" mission. This mission does nothing for units.
19 Repair the repair bay uses this mission when repairing a unit. When the process finishes, it reverts back to the "Guard" mission. Similarly the helipad uses this mission when reloading a helicopter.
20 Rescue scramble to defend a base or harvester. If a structure or harvester belonging to the AI is attacked, the AI recruits units to go to the rescue, assigning them the "Rescue" mission and targetting the attacker. Units with this mission behave the same as with the "Hunt" mission, continuing to select a new target if the existing one becomes invalid.
21 Missile used for temple of nod nuke launch sequence. The temple returns to "Guard" mission once finished. Does nothing for other objects.