Page 1 of 2
WOF internal weapons/uniforms mod
Posted: 20 Oct 2002, 11:37
by Gator
Hi Folks,
Some of you may be familiar with our old mod "reality check" but some may not. Friday, I split it into a mission mod and a weapons/uniforms mod. This week i will make the uniforms/weapons mod available for download.
The weapons will include all the Harntrox weapons and all the original and Desert Siege and Island Thunder weapons and all the old Reality Check weapons (~100 rifleman kits, etc ...) which is really too many. After we play with it activated for a while, we can pare it down to a reasonable number of fun and realistic kits. The mod will be set up so that we can use our own weapons no matter what other mods we play.
Please make suggestions on various kit combos you would prefer (gee, why can't i carry antitank rockets with that sniper rifle, etc ...) and we'll try to work something out.
After we put together some new missions, we'll put the mission mod up for download as well.
Shotguns and MM1's for all!
Later,
Posted: 20 Oct 2002, 13:42
by Gator
Give this a try guys ... it's 10MB or so. Unzip it into your mods folder and have fun. Just to be safe, make this the bottom mod in the active list.
It contains all the weapons from all the add on packs, reality check, and harntrox plus some cool uniforms that some may recognize.
http://wings-of-fury.com/Downloads/Real ... apons2.zip
Please feedback on the kits contents.
Posted: 20 Oct 2002, 15:48
by KODIAK
I think it would have some form of C-T uniform or uniform choices (ala BjB's mod) for urban ops similar in some fashion to the C-T units in the Regiment. It could be a distinguishing mark, especially against other teams should we do that sort of thing.
I also realise it may be hard work and understand if it is a little too much to ask.
Regards, Don
Posted: 20 Oct 2002, 16:29
by Gator
Hi All,
The best way to see the contents of the uniform mod is to fire up GR, activate the mod and click on multiplayer (it's ok - you don't have to be online for this to work ... it just makes it easier to see all the choices.), create game ... that way you can see all the uniforms ... change the soldier class Rifleman -> Support -> Demo -> Sniper -> New Unis. There are 6 uniform choices for each class.
FYI - these are from Baja Bravo - US Special Forces Skin pack ... they were never released by him in a mod. We had his permission to use them.
Happy Hunting ..
Posted: 20 Oct 2002, 18:27
by KODIAK
Thanx for the info Gator, am going to go check them out now.
Regards, Don
Posted: 20 Oct 2002, 18:41
by KODIAK
Just a small point but important to our advantage during game play:
I have noticed that the demo personnel have no weapons with scopes. As a standard within our military we have the following practise; support personnel do not carry scopes generally, neither do armoured equipment personnel (tank crews, artillery crews), however all infantry have scoped weapons.
We are dealing with sabre teams leaning towards the special forces side of things - and for one, I would still be carrying a scoped weapon whether I was the team medic or demo or comms specialist. What I am trying to impress here is that all members of a special forces team would be carrying their weapon of choice with ancillaries of choice as dictated by the mission at hand. Believe me if they ask for a piece of weaponry they generally get it - and if not, they simply go out and acquire it. I think that is a restriction that should (where poss) be removed. Pleeeeee.e.e.e.e.ee.e.e.e.e.e.e.e.s.e?
Regards, Don
Preferred weapons
Posted: 20 Oct 2002, 18:44
by Grifter
snipers: 7.62 mm series rifles, armalite psg or H&K, whatever.
M4 socom and grenades.
OICW/GL
M249 for support.
Posted: 20 Oct 2002, 19:33
by Hammer
K,
I agree... I know our spec ops forces (not Rangers though) get to carry the weapon they like, as long as the deployed team leader approves of it. Believe me, most of them are more than mature enough to select the proper weapon for the mission at hand.
I do however, suggest we keep it realistic. I do not feel that Raptor's MM1 w/MP5 request is realistic. Too heavy and bulky (we shall see as I try to carry my SG1 and MP5 and sidearm this weekend!). MP5K, O.K. Uzi, O.K. Mac11, O.K. Plus think of the ammo limtations - 24 shots and the MM1 is done if you carry a secondary. If we had different movement rates based upon weight carried, then I would say carry anything you want....
Does that exist (movement rate dependant upon weight carried)?
I wonder if Raven Shield will have a sidearm/holdout added as well as a secondary weapon?
Posted: 21 Oct 2002, 09:44
by Gator
Steel,
I'm not sure about that movement rate. I do know that the gun does contain weight info, so it is possible that they do or intend to do something like that. Until the patch, wounding could slow movement, so it would seem it's just a matter of implementation.
As for uniforms: I don't think any of the included uniforms are really CT oriented. If you know of one you like, we use it internally. As long as we don't make a public release, we really don't need to worry about "plagiarism."
I remember a "Rainbow" mod from the early days that contained the uniforms from the RS series in several colors. Perhaps I could work those into the next "release" of this.
Oh, and if enough people think the WOF patches on the new uniforms look silly, I can remove them. It was just an idea.
Later.
Posted: 21 Oct 2002, 19:28
by Gator
OK folks,
I just updated and uploaded a new version of the weapons/uniforms mod. Sorry to do this so quick on the heels of the other, but this should be good.
1) Added HRT/CT Uniforms
2) Added new desert uniforms
3) Added new other uniforms
4) Added underbarrel shotgun for M-16 as an option
http://www.wings-of-fury.com/Downloads/ ... apons2.zip
Posted: 21 Oct 2002, 19:30
by Gator
Also a note about something Kodiak said:
I don't think having unique uniforms would be a factor in the case where we play another squad. They would have to have the same unforms mod we were running and vice versa. Chances are we would end up playing one of the stock add-on packs with no modded weapons and uniforms.
That's just my guess..
Posted: 21 Oct 2002, 20:00
by KODIAK
Yep, have to agree with that Gator - guess we'd simply have that chosen for us by the mod set dependant on which team we played as. But might it help when we play together against the computer? It may help stem the flow of blood we politely refer to as "blue on blue".........LOL
Regards, Don
Weapons Mod Suggestions
Posted: 21 Oct 2002, 23:29
by KODIAK
Okay I just sat through a million and one missions to provide some fairly comprehensive list of weapons to add as far as favourites, must haves & preferred alternatives given the mission at hand. I have tried to list them as per Mod & soldier type, although there are some weapons which could be categorised by mission type I guess. Those listed initially are those I am very strongly FOR having, the others listed are healthy possible extras.
Obviously throughout each mod some weapons are duplicate, but I have not repeated them. Some weapons have been chosen for accuracy, scope settling
time (appears to be faster) ans so on.
Libya 1.2
Sniper - Walther W2000, H&K SL9 SD
R/Man - H&K USC Carbine, H&K MP5 10mm, H&K UMP.45 (& SD ver), FN F2000/20mmGL
Demo - H&K G36C
Other notables - IMI Galil sniper rifle
Hecatell .50BMG (heavy duty sniping?)
H&K PSG1
H&K SMG 11 (secondary weapon for sniper?)
.870 Remington SG for Colt M-4
Hx 3 Desert Assault
Sniper - nil
R/man - OICW/GL .223, FAMAS .223, AR15 .223 (x5), M4 SD SOPMOD, FN Fal 7.62 (x5)
Demo - Jackhammer 12G
Island Thunder
Sniper - Nil
R/Man - SOCOM M-4
Demo - MM1
Support - MG 3
Other - SR 25 (& SD version) once the accuracy problem has been sorted if it has one!
Black Ops
R/man - Spec Ops M-4, H7K G36A SD
Support - Colt M-4 with MasterKey
In a variety of these options there are further possible additions such as genades, sensors, demo charges, M136 AT & of course those Stinger AA!
Sorry if this is all a bit much, it may have been more if I had added all weapons and not just those I think others MAY leave out. Hope yopu guys don't mind me putting up my"list"., it's only to further enhance everyone else's and not as a suggestion to replace others' choices. And if nothing e;lse I hope it has given some food for thought.
Regards, Don
Posted: 24 Oct 2002, 22:01
by KODIAK
Further to the above I am currently trying to get into the new 101st Airborne mod to check on a few weapon combos for realism and user friendliness but experiencing probs once I get to the loading screen. Will get back to you all once I have sorted that.
Again I would just like to say I hope no-one is offended by me putting my thoughts up regarding weaponry inventory for OUR mod, it IS only my suggestions I would like to see, and if someone feels that something should NOT be made available as a choice (e.g. hand grenades for Gator & Kodiak, or even Raptor :roll: ) then please shout out, I am more than happy to go with the flow!
And I would like to say thanx so far for all you are doing in the mods, whoever is responsible, I am really enjoying the gameplay. Uniforms are just great too!
Regards, Don
Posted: 25 Oct 2002, 10:48
by Gator
Kodiak (and everyone else),
After a few times with the Weps/Unis mod running, we'll take the suggestions from this thread and cut-out redundant kits, add missing kits, and make sure there are good kits across all the classes. Also, we can remove redundant uniforms and/or tweak the skins as needed.
So, keep the suggestions coming. If the weapon isn't currently in the mod, we'll try to find or create it. If it's in the mod, but in the wrong class, we'll move it. If it's in the mod, but in a bad combo, we can change it.
One kit i want to make sure stays in is the FN 7.62 with the scope and grenades. That is my current fave.
Unless we start playing with more cqb, we could probably cut some of the SMG's out ... there's a lot of those kits ... just my thoughts.
-Brian
Posted: 25 Oct 2002, 10:59
by Gator
SMG=Sub-machine gun ... mp5, ump, etc ...
The thing is, we won't be able to control what is on our uniform for the Shattered State thing - which by the way, we should sign up for today if we're gonna do it. In that, you must wear the uniform of the "faction" you belong to.
-Bri
Posted: 25 Oct 2002, 11:59
by KODIAK
Okay, RapMan - the Bud is all yours!
Kat - thanx for that, I just worry that being the newbie around here, I may be speaking out of turn sometimes (I see too much of it around me at work, so I am very aware of NOT doing it myself).
Gator - the FN 7.62 is a REAL weapon dude! Before we used this poxy SA80 thing it was the standard with us, although we referred to it as the SLR 7.62 (Self Loading Rifle). You could strip and rebuild that thing in less than 60 secs in the dark no probs - and it was a real beast - you could put a hole in a truck engine block with these things. Not to mention, none of this wounding the enemy to clog-up the battlefield logistical support with casualties, these things were designed to kill outright. If when shot at less than 100 metres, the round struck a major bone, it would simply shatter the entire skeletal structure, and if not it would be a small pencil size entry wound and not much left at the exit wound site! Awesome stuff! Nice choice.
Rgards, Don
Posted: 25 Oct 2002, 12:04
by KODIAK
Hey, the last few hours I have been trying to get the 101st Airborne mod to run in campaign - no dice!
However, several things I have noticed that may be useful - the M4 weapon combos are very nice, so they might be worth looking into. And, I found an excellent (IMHO) map to play with. At least I think it belongs to the 101st mod, it is called ''DP03 Creekbed'', and is in the category of Recon or Firefight - I found the map and the atmosphere it seems to create quite realistic and immersive. So you guys may want to give that a try sometime.
Regards, Don
Posted: 25 Oct 2002, 12:11
by Gator
DP03_Creekbed is a Desert Siege map. It is one of the multi-player only maps (as included). It's possible that the mod you got provided a "mission" for it. It is one of the ones I looked at for a new mission. After I finish with the missions I am working on, I'd love to put a mission on that map. Kodiak - why don't you email me with some kind of set-up for a mission on that one ... I'll try to work one out. For me, the hardest thing is coming up with the set-up.
-Brian
Old Reality Check mod?
Posted: 25 Oct 2002, 12:14
by Grifter
I assume we delete it as Gator is making newer "mods"?