Battlezone: Combat Commander

Battlezone: Combat Commander

TOTAL COMMAND - Battlezone 1998, The Red Odyssey, Rise of the Black Dogs
Showing 121-130 of 133 entries
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Update: 11 Jan, 2021 @ 8:45pm

rb08 punish bdogs - shored up some near end mission code.
bd08 silencers - fixed dropship error that prevented mission ending.

Update: 10 Jan, 2021 @ 8:53pm

SS02 Eagles nest one - hopefully fixed rare issue where mission wouldn't end after cutscene
bd07 Retrieve Relics - fixed post-release error. Both dropships should take off properly now, allowing rest of mission to work.

Update: 9 Jan, 2021 @ 7:04pm

-dw09 grand theft port - rebalance mission for better challenge
-rs06 somewhere out there - fixed scav spawn issue
-rs06 somewhere out there - minor script change to hopefully fix/prevent a save reload bug with decloaking units

Update: 9 Jan, 2021 @ 11:37am

UPDATE
Core config - fix to ss06 problem with armory not deploy, and other potential issue

Update: 9 Jan, 2021 @ 12:27am

CORE config
dw08 hook line sinker - fixed recent script error that prevented CRA APC from "finishing its work."
dw09 enemy within - fixed recent script error that prevented ordering player to enter Yeti tank.
dw09 enemy within -also adjusted player health to make a bit easier.
dw09 enemy within -raised cool period between each Yeti tank going after player.
ss05 escape mars -removed ability to build turrets to work around quirk of BZCC's new pathing code. Blast tower still available.
ss05 escape mars -added to make sure that if dustoff beacon destroyed it is respawned.

Update: 7 Jan, 2021 @ 8:52pm

UPDATE:
CORE config:
- fixed scripts (34) to avoid spawn stacking of same type vehicles. This should remove most instances of overlapping of same type vehicles being encountered.
- moved custom sprite.stb file to this config from the race asset

Update: 5 Jan, 2021 @ 7:52pm

Update: 4 Jan, 2021 @ 11:46pm

Major script update - modified 43 scripts with extra IsAlive(handle) checks to avoid certain potential mission lockup errors.
Most game saves shouldn't be affected, but there's always that possibility. If save won't load, or a reloaded mission seems to be locked up you'll probably have to restart the mission.

B/C OF THE NUMBER AND SCALE OF CHANGES, THEY HAVEN'T BEEN TESTED.
so leave a message in the discussion if you encounter an error.

ss02 Eagle's Nest One - fixed (I hope) a report of potential lockup if player in flanker at mission beginning.
ss05 Escape from mars - added objective to defend recycler at dustoff until dropship arrives in 6 minutes.

Update: 3 Jan, 2021 @ 11:31pm

ss01 red arrival - SCRIPT FIX UPLOADED. Player found a bug. If a second scav was built and the first scav destroyed, the mission would be uncompletable. Implemented another player's fix idea. It works, though I'm not entirely sure why, as the line of script the mission gets stuck on had not gotten stuck previously if the first scav was killed and no second scav present. Why a second scav was revealing the bug is unknown. But it has been fixed.

red arrival fix likely does not hurt saves of that specific mission, but might have small chance of doing so. Does not effect saves of other missions.

bd02 preparations - SCRIPT FIX UPLOADED. Design change. Player commented that it was possible to exhaust resources too soon. Have added a message at the mission beginning to follow orders closely until the base is built as instructed in the mission.

bd02 Preparations script update may mess up saves of that specific mission. Suggest restarting it. Does not effect save files of other missions.

Update: 2 Jan, 2021 @ 7:25pm

bztcss05 - escape from mars script fixed so that player has to go to launch pad and id rather than doing so from satellite view.