SOUND
FILES
These are located in the
SONIDOS folder and are
simple .WAVs. Any freeware
sound editor can modify
them. Play each and see
what they are then change
the ones you want. The
ESA subfolder contains
the commandos’ voices
with each in its own folder.
All sound effects made
or saved and the music
must play at 11025 Hz
and all voices at 22050
Hz. ARIFICIERO is Inferno,
COMANDO is Green Beret,
CONDUCTOR is Tread, ESPIA
is Spooky, FRANCO is Duke,
LADRON is Lupin, LANCHERO
is Fins and NATACHA is
Natasha.
All
sound effects and music
must be in the SONIDOS
folder and voices in the
proper sub-folders.
ANIMATIONS
All animation control
files are in this ANIMS
folder. If you want to
see what things are by
file name put one in renamed
as something you will
be able to see easily,
like ALEOFI is German
officer. Then you can
start any mission where
you can quickly see an
officer like Das Boot,
and see what the new animation
looks like. Be warned
that every person animation
is not compatible with
another due to complex
coding telling an officer
animation to do only certain
things. The game will
crash if the new animation
is asked to do something
it can’t do. This
will give you an idea
of what files are though
when you look at the officer.
Exchanging
Tread for Inferno, for
example, will work somewhat
but the bazooka, flame
thrower and mine detector
will be invisible when
used. Making a penguin
a German rifleman will
not work. Some vehicles
will exchange.
The
cars all exchange. Their
names are KUBEL for the
Kubelvagen, WILLIS.ANI
for the US Jeep, SCOUT.ANI
for the car in Kwai, COCHEJAPO.ANI
for the Burma tyrant car.
If you rename COCHEJAPO
to KUBEL you’ll
get the tyrant car in
place if the Kubelvagen
in all missions and etc.
Trucks will not exchange
for cars or each other.
Something to do with the
way they move on the screen.
Tanks
can exchange limitedly.
The Tiger can be switched
for the Type 97 but the
Tiger will not take the
Type 97’s place.
The Panzer III can become
a Tiger but the Tiger
will not become the Panzer
III. The SDK armored car
will not switch with anything.
The Type 97 will exchange
as the Panzer III and
vice versa however.
No
tank can be exchanged
for a car or truck. Again,
something to do with how
they move. The names of
the files are TANKE97.ANI,
PANZER3.ANI, TIGER.ANI,
SDK.ANI. The amphibian
in the bonus mission will
not exchange with anything.
The
airplanes do not exchange.
Some of the civilians
will exchange. The Japanese
Kwai torturer will exchange
for the German in Smith
and jailer in Das Boot
and vice versa. The Japanese
guy can become a Colditz
civilian or even child.
The children will work
as the Japanese guy but
can’t punch and
use a pistol. The Colditz
adults can be the Jap
torturer and will punch
but can’t use a
pistol. Some exchanges
can be made with Ghurkas,
prisoners and others to
change the look but function
will be the same. Whiskey
will exchange for other
animals. The penguin is
fun!
One
of the soldier changes
that seems to work OK
is the MP-40 soldiers
for the guys that patrol
with the SS in gray coats
since they both use the
same weapons. The White
Death uniforms work when
used on the same type
of soldier and regular
ones in the Antarctic.
Any changed soldier will
still have his same old
uniform in his pack though.
Can’t change them.
The
boats will freely exchange
but ones with motors in
place of rowboats will
not have power and the
Japanese patrol boat will
not have useable guns.
The motor boat in Burma
can replace the one in
Das Boot and vice versa.
The Zodiak can switch
for the rowboat on Kwai
and vice verse. LANCHA_MOTORA.ANI
is the Das Boot motorboat,
PATRU.ANI is the Japanese
gunboat, BARCAZA.ANI is
the Burma boat, BARCA_ISLA.ANI
is the rowboat in Kwai
and ZODIAK>ANI is the
Zodiak.
Many
of the animation files
dealing with Germans have
“ALE”- shot
for the Spanish Aleman=
German. Many of the Japanese
ones have “JAPO”
in the names.
If
you open the file MISIONES.DAT
you can change the stupid
codes to something you
can easily remember instead
of the 3HYSX or whatever
so you can run any mission
without looking up written
down codes. Below are
the lines concerning the
Das Boot and White Death.
Where you see the green
text I changed the number
and letter codes to simple
things for normal, hard
and very hard levels=
1,2 & 3. This file
when opened in Notepad
or another editor will
stretch way out to the
right on the page. It
doesn’t look the
same on WORD with margins
and such.
[
.MIS SB .HTIT 3NSB .FICHERO_PROGRESO
PGR_SB.MSB .CLAVE_FACIL
SUB1
.CLAVE_NORMAL SUB2
.CLAVE_DIFICIL SUB3
.TIPO_MISION PRINCIPAL
.CONCEPTOS_PUNTUA 255
.ALIADOS ( RATERO COMANDO
LANCHERO ESPIA ARTIFICIERO
) ]
[ .DIR ECL .MIS ECL .DEPENDE_DE
SB .HTIT BON2 .FICHERO_PROGRESO
PGR_ECL.MSB .TIPO_MISION
CHICHINABO .ALIADOS (
LANCHERO ) ]
[ .MIS HL .HTIT 3NHL .FICHERO_PROGRESO
PGR_HL.MSB .CLAVE_FACIL
SNOW1
.CLAVE_NORMAL SNOW2
.CLAVE_DIFICIL SNOW3
.TIPO_MISION PRINCIPAL
.CONCEPTOS_PUNTUA 255
.ALIADOS ( COMANDO ARTIFICIERO
LANCHERO ESPIA RATERO
) ]
[ .DIR TU04 .MIS TU04
.DEPENDE_DE HL .HTIT BON3
.FICHERO_PROGRESO PGR_TU04.MSB
.TIPO_MISION CHICHINABO
.ALIADOS ( FRANCOTIRADOR
CONDUCTOR LANCHERO COMANDO
ARTIFICIERO ) ]
The GLOBAL.STR file can
be easily opened and read
in plain language. You
can change mission names
or commando names and
more.
In
the folder INTERFAZ is
the file MANUAL.TXT for
the in-game manual that
can be opened with any
editor and modified.
Changing
things in the MACROS folder
unfortunately does nothing.
The files deal with how
people, vehicles and commandos
should act and their skills.
You should be able to
make big changes there
like give a commando a
skill but nothing works.
Even changes directly
in the un-extracted DATA.PCK
file passages do not work.
$#(#%@&!!!
SO
that is most of what I
can tell you about C2.
I haven’t broken
the mission files to change
anything there so no night
of weather changes. Look
at the Commandos 2 Offline
or Online Editing Guide
for more info.
Snowdens
comment : Just like with
all other editing quides,
we may find ways to change
things after time, we
may also find ways to
do stuff we here say is
impossible. If you feel
you don't understand or
think something should
be added, go to the TAFN
modding forums
and ask us.