FANDOM


This site will explain all the abilities, attributes and appearance of the Commandos.

General DefinitionsEdit

Here is a description of the codes that all Commandos have in common, the placeholders <NAME> and <SPRITE> will be explained afterwards. The CARISMA keyword seems to be some kind of an importance indicator (the higher the number, the more important the ability is). The specific codes for each Commando will also be explained subsequently.

.CLASS BICHOALIADO
.TOKEN <NAME>
.BANDO ALIADO
.XYZ [ 1261 3503 0 ]
.ANGULO 135
.VOLCOLISION [
  CILINDRO [   
    .R 10
    .H 40
  ]
]
.LISTAS [
  EJEC
  CHOC
  VISI
  SELE
]
.MASA 100
.SEHUNDE 1
.GRAPH [
  .ANIM <SPRITE>
  .RENDERVOL [
    CILINDRO [
      .R 10
      .H 40
    ]
  ]
]
.ORGANOS [ .MOTOR [ MotorAliado [ ] ] ]
.CONTENEDOR 1
.OCLU 0
.DETECTAEXPLOSION 0
.NOAGACHA 0
.ELEMENTOS [ ]
.ACCIONES [
  [ acMuerte [ .CARISMA 999 ] ]
  [ auUsar [ .CARISMA 200 ] ]
  [ acUsaHab [ .CARISMA 300 ] ]
  [ auUsarVehiculo [ .CARISMA 200 ] ]
  [ auCoger [ .CARISMA 200 ] ]
  [ auEscalar [ .CARISMA 200 ] ]
  [ auGoto [ .CARISMA 200 ] ]
  [ AcDetenido [ .CARISMA 100 ] ]
  [ acPisar [ .CARISMA 1 ] ]
  [ acDejarRastro [ .CARISMA 1 ] ]
  [ auBeHome [ .CARISMA 200 ] ]
  [
    auDisparar [
      .CARISMA 200
      .ARMAS [ PISTOLA ]
    ]
  ]
]
class name, all commandos are BICHOALIADO
token name
alliance
initial coordinates
initial direction (0-359, clockwise), 0 degrees when commando looks to the east
bounding volume [
  bounding cylinder [ 
    radius of the cylinder
    height of the cylinder
  ]
]
major properties [
  orders are executed
  has bounding volume
  visible to enemy
  selectable with cursor
]
mass
unknown
graphical appearance
  sprite (links to DATOS\RECURSOS\ELEM\*.ANM)
  volume [
    cylinder [
      radius
      height
    ]
  ]
]
ability to move
ability to pick up new items
unknown
whether object will automatically explode if something explodes nearby
can't go prone (.NOAGACHA 0 means it is possible to lay down)
definitions of all droppable objects carried by the commando
abilities [
  ability to die, remove this line and your commando is invincible
  ability to use objects (the following two lines seem a bit redundant)
  ability to enter objects (buildings, vehicles)
  ability to enter vehicles
  ability to pick up items
  ability to climb ladders
  ability to walk/run to the clicked position
  ability to get arrested   
  ability to leave footprints in snow/sand (you can see them, the enemy can't)
  ability to leave footprints in snow/sand (you can't see them, the enemy can)
  unknown ability
  [
    ability to use weapons
      that CARISMA thing
      weapons list [ pistol ]
    ]
  ]
]

Here is an overview of the Commandos' names and their corresponding sprites.

NAME SPRITE desert uniform
COMANDO Green Beret COMANDO COMADES
FRANCOT Sniper FRANCO FRANDES
LANCHERO Marine LANCHIST -
ARTIFIC Sapper ARTIFIC ARTIDES
CONDUC Driver MECANIC MECADES
ESPIA Spy ESPIA -
PILOTO Pilot PILOTO -
PRESO Prisoner PRISION -


Specific AbilitiesEdit

There are multiple abilites and weapons that should only be used by a certain Commando. Of course it's possible to equip the Sniper with grenades, but since there is no animation for throwing grenades in the Sniper's tileset, it will look a bit strange when he performs this action. Don't even think of using the diving gear for another soldier than the Marine!


General abilitiesEdit

The number in braces after each ability tells you which of the Commandos usually has the ability/equipment
(1 = Green Beret, 2 = Sniper, 3 = Marine, 4 = Sapper, 5 = Driver, 6 = Spy)

Ability .ACCIONES [ ] code .ITEMS [ ] code
Knife (1) [ auAcuchillar [ .CARISMA 200 ] ] [ .TOKEN IT_CUCHILLO ]
Bury in snow (1) [ AuCamuflarse [ .CARISMA 200 ] ] [ .TOKEN IT_CAMUFLARSE ]
Carry barrels (1) [ auCogeBarril [ .CARISMA 200 ] ] -
Climb walls (1) [ auEscalar [ .CARISMA 200 .ESCALAMUROS SI ] ] -
Carry bodies (1,6) [ AuGarfio [ .CARISMA 200 ] ] -
Medikit (2,5,6) [ AuBotiquin [ .CARISMA 200 ] ] [ .TOKEN IT_BOTIQUIN ]
Diving gear (3) [ AuBucear [ .CARISMA 200 ] ] [ .TOKEN IT_TRAJEBUZO ]
Poison syringe (6) [ auJeringar [ .CARISMA 200 ] ] [ .TOKEN IT_JERINGUILLALETAL ]

A description about using the German uniform can be found here: UNIFORME

Trap, Decoy, Raft & Bombs can be found in the Pickups section below.

WeaponsEdit

Most of the weapons are defined in the auDisparar [ ] block inside the Commando's .ACCIONES [ ] block.

Weapon auDisparar [ ] code .ITEMS [ ] code
Harpoon (3) .ARMAS [ ARPON ] [ .TOKEN IT_ARPON ]
Grenades (4) .ARMAS [ GRANADA ]
.GRANADAS 3
[ .TOKEN IT_GRANADA ]
MP (5) .ARMAS [ METRALLETA ]
.MUNMETRA 100
[ .TOKEN IT_METRALLETA ]
Sniper rifle (2) .ARMAS [ MIRILLA ]
.MUNMIRILLA 4
[ .TOKEN IT_MIRILLA ]
Crossbow (5) .ARMAS [ BALLESTA ]
.FLECHAS 5
[ .TOKEN IT_BALLESTA ]
Flamethrower
(doesn't work)
.ARMAS [ LANZALLA ] [ .TOKEN IT_LANZALLAMAS ]

Code example for multiple weapons:

[
  auDisparar
  [
    .CARISMA 200
    .ARMAS [ PISTOLA METRALLETA BALLESTA ]
    .MUNMETRA 100
    .FLECHAS 5
  ]
]

When you explore the MIS files, you will sometimes find .MUNFUSIL 20 in the sniper's auDisparar code. FUSIL is Spanish for RIFLE, so it seems that there was a rifle in an early stage of development in the game. It was removed later, but the code is still present - but it's absolutely useless.

PickupsEdit

There are several items that can be picked up and placed on the map: the trap, the decoy, the raft and bombs.
A more detailled script for the inflatable raft can be found here: ZODIAC


AbilitiesEdit

To handle these items, the Commandos need the [ auManeja... ] abilities inside their .ACCIONES [ ] block.

Trap (4)
[
  AuManejacepo
  [
    .CARISMA 200
    .TOKENCEPO CEPO
  ]
]
Decoy (1)
[
  AuManejaSegnuelo
  [
    .CARISMA 200
    .OBJETOS [
      [ .TOKEN SEGNUELO1 .ACTIVABLE SI ]
    ]
  ]
]
Raft (3)
[
  auManejaBalsa
  [
    .CARISMA 200
    .OTOK BALSA
    .ITTOK IT_BALSA
    .BICHOSOLTAR LANZABARCA
  ]
]

Bombs (4)

Time
bombs

[
  auManejaBomba
  [
    .CARISMA 200
    .OBJETOS [
      [ .TOKEN BOMBA1 .ACTIVABLE NO ]
      [ .TOKEN BOMBA2 .ACTIVABLE NO ]
    ]
  ]
]

Bombs (4)

Remote-
detonated

[
  auManejaBomba
  [
    .CARISMA 200
    .OBJETOS [
      [ .TOKEN BOMBA1 .ACTIVABLE SI ]
      [ .TOKEN BOMBA2 .ACTIVABLE SI ]
    ]
  ]
]

Important hint regarding bombs: Do not mix up remote-controlled bombs and time bombs! The sapper can only handle one type of bombs in a mission.

PlacementEdit

You can decide if the Commando should have the item in his inventory when the mission starts or if he must pick it up before he can use it (in this case it is necessary to deactivate the item in the inventory).

Trap is in inventory when the mission starts Trap is placed somewhere on the map
.FASE0000 [
  .ELEMENTOS [
    [
      .CLASS BICHOALIADO
      .TOKEN ARTIFIC
      .ACCIONES [
        [ AuManejacepo [ .CARISMA 200 .TOKENCEPO CEPO ] ]
      ]
      .ELEMENTOS [
        [
          .CLASS MACRO
          .TOKEN CEPO
          .MACRO CEPO
          .XYZ [ 0 0 0 ]
        ]
      ]
    ]
  ]
  .INTERFACE [
    .SUBINTERFACES [
      [
        SUBINTERFACEALIADO
        [
          .TOKEN ARTIFIC
          .ITEMS [
            [ .TOKEN IT_MANO ]
            [ .TOKEN IT_CEPO ]
          ]
        ]
      ]
    ]
  ]
]
.FASE0000 [
  .ELEMENTOS [
    [
      .CLASS BICHOALIADO
      .TOKEN ARTIFIC
      .ACCIONES [
        [ AuManejacepo [ .CARISMA 200 .TOKENCEPO CEPO ] ]
      ]
      .ELEMENTOS [
      ]
    ]
    [
      .CLASS MACRO
      .TOKEN CEPO
      .MACRO CEPO
      .XYZ [ 208 2220 0 ]
    ]
  ]
  .INTERFACE [
    .SUBINTERFACES [
      [
        SUBINTERFACEALIADO
        [
          .TOKEN ARTIFIC
          .ITEMS [
            [ .TOKEN IT_MANO ]
            [ .TOKEN IT_CEPO .DISPONIBLE NO ]
          ]
        ]
      ]
    ]
  ]
]

For bombs there is even a third way - placing them in a box:

[
  .CLASS MACRO
  .TOKEN CAJABOMBA
  .MACRO CAJABOMB
  .XYZ [ 117 256 0 ]
  .TOKENBOMBAS BOMBA
  .ELEMENTOS [
    [
      .CLASS MACRO
      .TOKEN BOMBA1
      .MACRO BOMBARET
      .XYZ [117 256 0 ]
      .Retardo 200
    ]
  ]
]


Actual itemsEdit

Here are the actual macros for the pickups:

Trap
[
  .CLASS MACRO
  .TOKEN CEPO
  .MACRO CEPO
  .XYZ [ 1892 3438 0 ]
]
Decoy
[
  .CLASS MACRO
  .TOKEN SEGNUELO1
  .MACRO SEGNUELO
  .INTERVALOSND 30
  .XYZ [ 0 0 0 ]
]
Raft
[
  .CLASS MACRO
  .TOKEN BALSA
  .MACRO ZODIAC
  .XYZ [ 2966 2215 20 ]
  .Angulo 135
  .VolumenAgua BASE
  .ColorBurbujas [ 0 63 63 ]
  .Bando NEUTRAL
]
Time
Bomb
[
  .CLASS MACRO
  .TOKEN BOMBA1
  .MACRO BOMBARET
  .XYZ [ 121 211 0 ]
  .Retardo 200
]

Remote-
detonated
Bomb

[
  .CLASS MACRO
  .TOKEN BOMBA1
  .MACRO BOMBAACT
  .XYZ [ 0 0 0 ]
]

Backpack iconsEdit

These are the keywords that must be placed in the .ITEMS [ ] block inside the particular SUBINTERFACEALIADO:

Item is in inventory Item is NOT in inventory
Trap [ .TOKEN IT_CEPO ] [ .TOKEN IT_CEPO ]
Decoy [ .TOKEN IT_SEGNUELO ]
[ .TOKEN IT_ACTSENUELOOFF .DISPONIBLE NO ]
[ .TOKEN IT_ACTSENUELOON .DISPONIBLE NO ]
[ .TOKEN IT_SEGNUELO .DISPONIBLE NO ]
[ .TOKEN IT_ACTSENUELOOFF .DISPONIBLE NO ]
[ .TOKEN IT_ACTSENUELOON .DISPONIBLE NO ]
Raft [ .TOKEN IT_BALSA ] [ .TOKEN IT_BALSA .DISPONIBLE NO ]

Time
Bomb(s)

[ .TOKEN IT_BOMBATIEMPO ] [ .TOKEN IT_BOMBATIEMPO ]

Remote-
detonated
Bomb(s)

[ .TOKEN IT_CARTUCHO ]
[ .TOKEN IT_ACTIVADOR ]
[ .TOKEN IT_CARTUCHO ]
[ .TOKEN IT_ACTIVADOR ]

As you can see, only the Decoy and the Raft need the .DISPONIBLE NO code if the items are not in the inventory. It doesn't matter if you add the code to the other items as well like in the CEPO example above.

BoxesEdit

The Commandos can pick up several items from a box: a sub-machine gun, grenades, ammunition for the sniper rifle and bombs.

Box PlacementEdit

There are some predefined macros for easy placement of the boxes.

Sub-machine gun (5)
[
  .CLASS MACRO
  .MACRO CAJAMETR
  .TOKEN METRALLETA
  .XYZ [ 4026 692 0 ]
]
Grenades (3)
[
  .CLASS MACRO
  .MACRO CAJAGRAN
  .TOKEN GRANADAS
  .XYZ [ 997 1062 0 ]
  .GRANADAS 4
]
Sniper rifle bullets (2)
[
  .CLASS MACRO
  .MACRO CAJABALA
  .TOKEN BALASFRANCOTIRADOR
  .XYZ [ 4054 717 0 ]
  .BALAS 3
]

Delayed-action Bomb (4)

[
  .CLASS MACRO
  .TOKEN CAJABOMBA
  .MACRO CAJABOMB
  .XYZ [ 117 256 0 ]
  .TOKENBOMBAS BOMBA
  .ELEMENTOS [
    [
      .CLASS MACRO
      .TOKEN BOMBA1
      .MACRO BOMBARET
      .XYZ [117 256 0 ]
      .Retardo 200
    ]
  ]
]

Time Bomb (4)

(it's possible to put multiple bombs in a box, just insert them in the ELEMENTOS block)

[
  .CLASS MACRO
  .TOKEN CAJABOMBA
  .MACRO CAJABOMB
  .XYZ [ 117 256 0 ]
  .TOKENBOMBAS BOMBA
  .ELEMENTOS [
    [
      .CLASS MACRO
      .TOKEN BOMBA1
      .MACRO BOMBAACT
      .XYZ [117 256 0 ]
    ]
  ]
]

For more info about the bombs check out the Pickups section.

AbilitiesEdit

In order to open boxes and pick up the content, the Commandos need a special ability:

Box .ACCIONES [ ] code
MP [ auUsar [ .CARISMA 200 .FLAGSUSAR FL_METRALLETA ] ]
[ auCoger [ .CARISMA 200 .FLAGSRECOGER FL_METRALLETA ] ]
Grenades [ auUsar [ .CARISMA 200 .FLAGSUSAR FL_GRANADAS ] ]
[ auCoger [ .CARISMA 200 .FLAGSRECOGER FL_GRANADAS ] ]
Bullets [ auUsar [ .CARISMA 200 .FLAGSUSAR FL_BALASFRANCOT ] ]
[ auCoger [ .CARISMA 200 .FLAGSRECOGER FL_BALASFRANCOT ] ]

The sub-machine gun and the grenades must no be present in the Commando's inventory before he picks them up! So it's necessary to add [ .TOKEN IT_METRALLETA .DISPONIBLE NO ] and [ .TOKEN IT_GRANADA .DISPONIBLE NO ] in the .ITEMS [ ] block.

But the sniper rifle has to be in the inventory before the bullets can be picked up (see Weapons section).


Use of static weaponsEdit

To use static weapons like the machine gun or a cannon, insert the following piece of code into the Commando's .ACCIONES [ ] block:

[ auUsarVehiculo [ .CARISMA 200 .VEHICULOS [ ARMA_ESTATICA ] ] ]
[ acUsaHab [ .CARISMA 300 .HABILIDAD [ ARMA_ESTATICA ] ] ]

(usually used by the Driver)


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