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Playing BEL on BCD Mod mission 9

problem mod bel on bcd

Best Answer Mike_HDF, 07 January 2015 - 08:47 AM

I reply myself :grin: , there's a lot of code in the scripts that simply won't work in the expansion as it does on the original game (missions: 9, 13, 14, 15, 16 and probably more). I made some fixes and it seems to work now. If anyone is interested I can create an update when I check all the remaining missions.

 

Bye!

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#1 Mike_HDF

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Posted 15 December 2014 - 07:44 PM

Hi all, 
 
I would like to know if anyone here had success with mission 9 of "Playing BEL on BCD" mod by wyel2000 for the expansion of the first "Commandos". The author said some objects do not change after destroying them in missions 9, 13 and 14. In 9, the "indestructible object" seems to be the building near the radar tower and no matter where the bomb explode, when I try to get to the rescue vehicle, the mission fail message appears. 
 
 
I have applied the 4 updates with different fixes made by the autor but no luck with the dammed level. Hope there's someone who had find the way to win the mission. 
 
Thank you. (Sorry if my english is bad)
 


#2 Mike_HDF

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Posted 07 January 2015 - 08:47 AM   Best Answer

I reply myself :grin: , there's a lot of code in the scripts that simply won't work in the expansion as it does on the original game (missions: 9, 13, 14, 15, 16 and probably more). I made some fixes and it seems to work now. If anyone is interested I can create an update when I check all the remaining missions.

 

Bye!



#3 Lexx2k

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Posted 08 January 2015 - 09:00 PM

What exactly are your fixes? Did you just workarounded the issues somewhat?

I had kind of high hopes with the ddraw.dll and Lua implementation. It might have allowed us to do a truckton of stuff that isn't possible right now. But guess you simply can't have it all. :>

Edited by Lexx2k, 08 January 2015 - 09:00 PM.


#4 Mike_HDF

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Posted 08 January 2015 - 10:12 PM

Yes I workarounded the issues. Sadly, I haven't see a line of Lua code.

 

My fixes, at the moment, are:

 

Mission 9: the indestructible bunker and "radar house". Don't know why, but AUTOEXPCASAS didn't work for me.

Mission 13: the Bismark was commented as objective because it couldn't be destroyed. My fix lets destroy it so I "uncommented" it.

Mission 14: again, the objectives couldn't be destroyed.

Mission 15: in my installation (GOG.com version in spanish) the game crashed when I tried to load a saved game. The problem was the TRANVIA macro (don't know why), so I changed to a CLASS BICHO with some of the macro code and that worked.

Mission 16: I added the train. Since the function "AcIngeniero10" don't work in the expansion, wyel2000 made a nice workaround using "untouchables INGENIEROs". They step over a mine when the objectives goes to the switches. I just made the untouchables invisible and force all the enemy sappers to go to the switches when any alarm sounds, similar to the original mission.

And, finally, there was a corrupt file (SOLDADO.ANM, if I remember correctly) and soldiers in desert uniform were displayed incorrectly when running.

 

Now I'm trying to make the sappers go to the switches if any of them is killed in mission 16, but it seems more difficult if I need to use SECs  :sad:.



#5 xelono

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Posted 09 February 2017 - 04:34 PM

Mission 16: I added the train. Since the function "AcIngeniero10" don't work in the expansion, wyel2000 made a nice workaround using "untouchables INGENIEROs". They step over a mine when the objectives goes to the switches. I just made the untouchables invisible and force all the enemy sappers to go to the switches when any alarm sounds, similar to the original mission.

And, finally, there was a corrupt file (SOLDADO.ANM, if I remember correctly) and soldiers in desert uniform were displayed incorrectly when running.

 

Now I'm trying to make the sappers go to the switches if any of them is killed in mission 16, but it seems more difficult if I need to use SECs  :sad:.

 

Hello,
 
That sounds good from the mission of the bridge, if you could fix that mission, it would be good if you shared it. It would be great to see that work.
 
Hopefully find the solution to the .sec file of the bridge and no one will walk "flying" over the bridge path.






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