Total Commander 8 0 Beta 91A

Dynamic War Campaignsv. Added 2 new spawn points for defend base mission. Added note that chopper will come to player location. Search and destroy will happen only once a campaign. Tweaked S D locations. Vastly reduced UPS spawned units to reduce lag. Added some vehicle squads. Sorted insertion chopper direction. Added chopper dust. Added Prisoner of war mission. Added rearmreinforce scripts. Tweaked location scripts to prevent repeating locationsv. Added a check on the evac script for the chopper if it dies another can be called. Added bloodsmoke script to spawned units. Added destroyed script to all vehicles. Hip and kneestrength assessments using a handheld dynamometer with external beltfixation are intertester reliable. Added Mandomissiles as support. Added Patrol mission. Added 2 more US bases with local units. No artillery on POW mission failed, now missiles. Riflesmoke was being removed when relaxing. Removed the cce codes. Total Commander 8 0 Beta 91A' title='Total Commander 8 0 Beta 91A' />Template FIXED VERSION 1. DYNAMIC WAR 1. 0 SP TEMPLATE version west Basis Counter Insurgency 2. TacRod ported to Malden island then totally reworked. Tucker Automobiles The Cammack Collection. This permanent, interactive and educational exhibit involves visitors in the compelling story of the development of these. Moved S D location. Enemy experience is earned with kills and effects enemy skill. Big Lag reductionv. Patrol mission fixed, Game Logics were in formation p. A significant change in the variable usage, all the main campaign switches 1. KRONStrings suite. I dont yet know if it helps but Im hoping it reduces CTDs on loading a savegame. It took ages to implement so my fingers are crossed Tweaked the missile settings, still not quite right though. There were some group scripts not exiting. CTDAdded 2 small cutscenes for Commander and Pilot selections to allow the array to get organized. Patrol missions can be had successively now, they should be random and quick enough to be fun. New Mission Defend the town. Moved S D point againRe added the squads EHs after reinforcing. Added notes to some of the scripts with a text document explaining what does what. Also added a support array where the 1. Added tank support and put editor tanks on hold waypoints to try and control them more. Introduced a Hero rating which will affect how much support the player gets, probably weaponry too at some point. Mission selection is now done using a dialog, still with a random chance of either defend mission. Turbo charged the POW mission, now a bigger battle with friendly forces assisting. Randomized the Defend the base option, bad dudes can also be para dropped in. Set all editor based units to global values based on experience and moral. Added Helo support v. Hero rating and the number of missions played now affects game progression more. To begin with player will mostly have poor guns, limited support options etc. Hasnt been fully tested yet. Units now get a higher skill level depending on how many kills and side experience, this includes the players squad so its a good idea to keep them aliveAdded enemy AI artillery. Added airstrike. Removed the strings and converted over to arrays. Friendly groups join player in POW mission and then leave the grouplt no mean feat Fixed numerous mission bugs on the way. Fixed Raid mission. Fixed Assault mission. Fixed POW mission. Added spawning armour to some missions. Got the BASdodge script working by slightly cheating, the chopper moves but the missile rapidly increases its speed, reducing the chance of it hitting. Added difficulty option. Easy has more cutscenes, lessworse enemy forces, morebetter friendly forces, less missions and will start with at least 3 patrol missions to give the player a chance to build up their rating. Hard is harder DAdded distance message to chopper and tank support options to give the player a clue how much longer he may have to wait. Fixed CTD when respawned player units were given a move order P. Added easy variables to the open dialog scriptv. Added markers to support scripts to follow choppers or tanks. Changed rearm and reinforce scripts titletext to hints. AA dudes will only spawn after 3 missions. Set player group as non playable to stop problems with team switching. Removed actions from base units and use triggers to add to player instead. Added APC support which in theory can be used as an alternative to chopper extractions. Organized Radio calls. Fixed Extraction p. Added ammocrate script to spawned apcss. Delayed APC deletion until purge. Tweaked skill levels, player group skill starts much lower. Added a no effects option to disable all scripted special effects bloodgunsmokerotorwash and focusbulletcam options for the realism junkies. Im also curious to see if this helps with the savegame. NB it doesntFixed markers changing color if support units destroyed. Removed distance hints, no point with markers Purge wasnt finishing properly. City Vista Ca Strawberry Festival. Added enemy groups spawning from Base locations that will randomly move to other base locations although this is disabled in the no effects version. Tange Forks Manual. Mainbase and the other 2 base troops and armour gets respawned after missions. Tweaked chicken script Fixed assault location select. Tweaked ambush locations. Added infantry support, call them in the same way as the apcs, tanks etc. Removed savegame option, it will now happen automatically between missions, please wait until the savegame completes before choosing another mission, Id suggest using this time to rearm and regroup. Moved apc spawn location. Increased rating level to get manual mission selection. Sorted ammo crates at minibases. Fixed mission failed in mission choice, mission would break. Fixed insertion stopped working after 45 missions. Put even more variables into an array and made all local name calls in spawning scripts global. Savegame goes down another 1mb. Tried to limit AA loons to one a group. Fixed Reinforced AI now spawn with low skill. Added Insertion can now be a para drop. Went back to local calls for everything including group names in the War Against Variables. Removed UPS for the time being for the same reason. Slightly tweaked intro. Got down to 2. 14 variables at first save, aiming to be under the 2. CTDs. Meh. Although, certainly early on the save will survive a restart of AA which is progress. FRemoved mission and pilot actions after selection to reduce the chance of the player LCD breaking scripts. Added link to Ambush start. A new array for misc items, 2. Added a seized by trigger for the Assault mission. Artillery only fires if the correct unit is alive. Sped up the mission selection so that markers go in place quicker. Fixed Get Mission could be selected multiple timeslocalised insertion chopper script in the War on Variables. Fixed error messages in Raid mission. Randomized enemy artillery so its less likely. Tweaked missiles. Tweaked the actions so theyre not on screen all the time. Fixed POW insertion. Incorporated Seconds suppression scripts. Added the ability to call in an ammo drop. Tweaked the enemy patrol script. Probably broke a few things along the way. Averages around 2. GAdded outro win lt aiming for crappest outro ever awardFixed cadet chopper cam. Added skiptime and random weather at mission end. Tweaked S D text. AI group kills also improve hero rating. Fixed a niggle in the airstrike script. Maybe fixed radio disappearing after reload. THX firecontrol. Possibly fixed the Raid mission not ending, some lame scripting there. Tinkered with the how the stats change on the Raid mission. Tinkered with the eventhandlers to fix simultaneous multiple enemy deaths causing issues. Added a new action, a Heads Up Display that will only be relevant at night. Tried adding nil for variables that arent needed on save. Added a medipack action. Increased squads starting skill level, they still respawn as dunces. Fixed POW monitor script. Fixed POW extraction. Added, then fixed the soft lighting of the base at night. Should work after a retry. Tweaked intro. Still havent fixed the markers. Added 1 airstrike option earlier. Deleted about 2. 4 logics therefore variables and now use a trigger to capture different objects and their locations to set the missions by. Because of this I can add more locations, D so theres now about 8 more Raid locations,Patrol mission now has 1. Defend has about 3.