> > Hello Olaf,
> > I've recently tried your XCC Editor to create singleplayer missions for C&C, and I must tell you it's really great! Thank you very much for the Editor! However, I've encountered a small bug (hope it's the only one there
): when I mark a building as "replaceable", it is added to the [Base] section of the ini file. The only thing is, that in the end of this section there should be a line:
> > Count=<number>
> > where <number> is the number of structures on the build list. When the XCC Editor compiles the [Base] section, this line is omitted, and, as a result, the AI doesn't rebuild its base 
> Are you sure?
> Did you verify adding that line does cause the AI to rebuild it's base?
> I can't imagine nobody would've discovered that before.
Yes, I've checked that multiple times. Any AI player with a ConYard and enough money rebuilds structures if its production capabilities are activated via the "production" trigger, but nothing happens if the Count= line is absent. However, you can't make several AI players on the map rebuild their respective structures. I guess the game designers didn't include that because they didn't expect the player fighting against several enemies at once.
> > Some other observations:
> > 1. All input text like mission name or briefings appears in block letters in the game.
> Yes, everything is output as uppercase. I'll see if that can be changed.
> > 2. When a building has "Replace" turned on but "Start" turned off, it is automatically assigned to either Goodguy or Badguy side (depending on who's the human player), although any AI-controlled side can rebuild its base, given there is no GDI/Nod-owned Construction Yard on the map because these "main" sides have top priority. Although not a bug as itself, this can be sometimes confusing.
> Is that done by the game or by the editor? Sounds like it's the game.
I mean that if you place a building for, say, Multi1 side, and make it rebuildable but not present at the start, it will be rebuilt by Multi1 in the game (if other requirements for building such as the Count= line have been met), but every time you open the map in the XCC Editor this building will show up as GDI-owned if the human player is Nod, and, vice versa, as Nod-owned if human is GDI.
> > 3. A little bit annoying part is that sometimes the name of a trigger or a team suddenly disappears when I select some other variable (such as side). As far as I can tell, this only happens when a trigger/team is created, not when you edit an existing one.
> I'll have a look at that one.
> > Well, this is all for now. I'll tell more if found something interesting. Once again, the editor is great!
I also forgot to mention that I can't place smudge-type objects. Whenever I try to select Smudge in the left-side object bar, it's always grayed out
And if I unlock Smudge layer (Ctrl+F3 or in the menu), it then automatically locks again after I do anything else (like try to select amything in the side bar).
> > And BTW, is there any document that provides description and explanation for all trigger-types, teamtypes and variables in C&C scprits? I've figured a lot of things myself, but I need more info.
> Did you check the documents section?
Whoops, I've missed the "BIN, INI, MIX and TMP File formats" files, probably because it doesn't start with "INI" or "TD Maps". Stupid me.