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)