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All patroles are declared inside .PATRULLAS [ ]. We can divide patrols into two groups: normal and react_patrols. Normal are those who begin on specified coordinates and continue until something happens (e.g. alarm); react_patrols start in the barrack and appear only if something happens: like other patrol has been killed or alarm has been triggered.

[
  .TOKEN PATR_TANQUE
  .NSOLDIERS 2
  .XYZ [ 2215 4592 0 ]
  .ANGULO 0
  .RUTADEF [
    [
      .TIPORUTA LOOP
      .RUTA [
        [ .XYZ [ 2190 4506 0 ] ]
        [ .XYZ [ 2151 4443 0 ] ]
        [ .XYZ [ 2177 4346 0 ] ]
      ]
      .NOMBRE RUTA_1
      .VEL 1.5
    ]
  ]
  .ANIMCABO CABODES
  .ANIMSOLDADO ALGADES
  .DISPARARCABO PISTOLA
  .DISPARARSOLDADO METRALLETA
  .LOOKBACK 1
  .REGENERATEPATROL 0
  .SIGUEHUELLAS 0
  .REGENERATE 0
  .NONSTOP 1
  .STARTATHOME 0
  .ANIMPAL -1
  .EXITHOME_EVENTS [ ]
  .VIGILARDEF [ .ANGBARRIDO 50 .DEMORA 50 ]
  .JAIL CASA_MINA
  .REACT_EVENTS BALS
  .NCOLUMNS 2
]
[  
  Patrol Token Name
  Number of soldiers (1-48)
  Starting coordinates
  Starting angle
  Route definitions
    [
      Sort of patrolling (LOOP,PINGPONG)
      Route itself [
        Starting Coordinates
        2nd Coordinates
        3nd Coordinates and then back to start
      ]
      Name of the route
      Walking speed
    ]
  ]
  Graphic of leading officer (CABO,CABODES,ALEGABAR,ALGADES) 
  Graphics of the rest of the soldiers (ALEGABAR,SOLDADO,ALGADES)
  Weapon of leading officer
  Weapons of the rest of the soldiers (PISTOLA,METRALLETA,RIFLE)
  .LOOKBACK 1
  If 1, a killed patrol respawns from .HOME location
  Follows footprints in snow / desert
  .REGENERATE 0
  .NONSTOP 1
  If 1, patrol spawns if triggered
  .ANIMPAL -1
  Events, which activates the patrol spawning
  Sight range
  Arrested Commandos will be brought to this building
  Patrol react on these events
  Number of columns
]

Source: Roman G's Mission Editing (http://www.strategyplanet.com/commandos/patrolscode.html)

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