Battlezone: Combat Commander

Battlezone: Combat Commander

TOTAL COMMAND - Battlezone 1998, The Red Odyssey, Rise of the Black Dogs
Showing 71-80 of 133 entries
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Update: 12 Nov, 2021 @ 11:39pm

RS06 - added additional stage points past pyramid, to again better ensure walkers don't get stuck on pyramid

Update: 10 Nov, 2021 @ 7:19pm

SS02 - Eagle's Nest One - fixed script typo for fmin

Update: 5 Nov, 2021 @ 4:39pm

rs05 - Dire Straits - modified artillery spawn so units don't overlap.

Update: 25 Oct, 2021 @ 9:43pm

SS08 Wrangling Fleeing Herd -
1 - As long as the player has a tug carrying the relic, the launch pad can be destroyed. If Lpad destroyed and either carrier tug is destroyed or relic is dropped, mission will still fail.
2 - Fixed logic error with Charon ID after receiving warning to ID message.
3 - Improved logic for marking etug and relic, which avoids (rare) error to move main mission state forward.

Update: 19 Oct, 2021 @ 6:13pm

SS15 Strike at the Heart - added in time between the initial 3 SAVs' attacks.
(also modified odf for removed attacktaskusesgroups back to true.)

Update: 7 Oct, 2021 @ 11:27am

Core config - SS01 Red Arrival - modified so player can only build 1 scav. - see race asset

Update: 22 Sep, 2021 @ 4:52pm

Fixed typo in Doyesteski load screen - good catch by Vdisk

Update: 18 Sep, 2021 @ 9:29am

UPDATE - Config mod - returned correct script set to mod. (A test set had gotten accidentally uploaded and was casuing problems)

Update: 17 Sep, 2021 @ 6:27pm

SS13 Three Beacons - used Herp McDerperson's GetPositionNear() fix - helps around and outside of edge_path.

Seems to be working.

For the moment this is the only mission that uses it. May modify others later.

Update: 14 Sep, 2021 @ 5:15pm

Further mitigation of spawn stacking for SS13 The Three Beacons - more spawn points, inside edge_path.