READ ME: Weapon Mod Description
Feb 4, 2009 2:33:14 GMT -5
Post by Lamron on Feb 4, 2009 2:33:14 GMT -5
Sniper Rifles:
All nationalities get the KAR sniper rifle. The reload has been modded to allow
clip reloading instead of individual reloading. You can toggle between using
the Allied or Axis scope by holding USE and right-clicking.
Rifles:
All nationalities use the Mauser with a five round magazine. Right click bashes,
but if you hold USE and right click you can load a muzzle launched grenade.
One launchable grenade with each spawn.
SMG/MG:
Selectable full auto or 3 rnd. burst firing modes. 3 rnd. burst mode has less
recoil or greater ROF depending on theweapon. Hold USE + Bash to toggle
between the fire modes. All SMG have bash replaced by low power zoom.
You can not move while zoomed.
Air Strikes:
Use your binoculars to designate the target area. You get kill credit
for all victims. You can call two per map.
Proximity Mines:
Crouch + USE to set Proximity Mines. You can not move while setting.
Mines will explode when walked near or shot. Kill credit is given to the
setter if walked near, or to the shooter if shot. You have two Proximity
Mines to set per map.
Remote Explosives:
Found in your third grenade slot (must have the Client Fix, or hand will look
empty). Stand close to any surface and hold your FIRE button to set it.
REs can be disarmed while holding any weapon by standing close and
holding USE. Disarmed REs are added to your inventory and can be reused.
Breaching Charges:
A Remote Explosive automatically becomes a Breaching Charge when placed on an openable door. Doors reset two minutes after being destroyed.
Portable Mortars:
All players are carrying personal mortars. Hold USE and select your pistol to set it up. Mortars can be set up anywhere not covered by a roof or other
overhead obstruction. You get five mortar rounds per spawn.
Sticky Proximity Mines:
Right click throw a grenade, and it will throw the Sticky Mine instead. It throws just like a regular grenade, but will stick to any surface. After impact, there is a two second delay before it becomes active. When active, it glows and has blue "sensor antennas" sticking out from it. After 20 seconds, they will deactivate themselves.
The Sticky Mines can be disabled by shooting at them. If someone destroys your Sticky Mine by shooting it, then YOU receive 25% damage.
=============================================
EXTRA WEAPONS AVAILABLE IF YOU DOWNLOAD THE CLIENT FIX
=============================================
Throwing Knives:
Found in your second grenade slot. Knives can be thrown with left
click (two hits to kill) or you can stab with right click (instant kill).
.50 BMG Sniper Rifle:
Single shot, high powered two stage zoom.
Very high damage and will penetrate some types of light cover.
Garand:
Semi-Auto rifle with 8 rnd. magazine and high recoil.
Iron-site zoom for acurate shots.
M1 Carbine:
More damage than SMG but less than rifles, fires faster than other rifles and has a 15 round magazine. Low power zoom equal to SMG zoom.
DeLisle Silenced Rifle:
Very quiet with no muzzle flash makes it hard for your enemy to find you. Mid powered full screen zoom. Uses 7 round Colt magazine, so your pistol ammo is shared with the Delisle.
M4:
Three round burst only, alt-fire bashes.
UZI:
Silenced SMG. Left Click climbing full-auto, Right Click steady semi-auto.
Crossbow:
Slow firing projectile weapon. Arrows will go through bullet proof vests.
== Selectable only when picking up a LPflag: ==
HK-G41:
Machine Gun with scope.
Aliens Pulse Rifle:
High rate-of-fire, low damage. 50 rnd. magazines.
Secondary fire launches rockets.
All nationalities get the KAR sniper rifle. The reload has been modded to allow
clip reloading instead of individual reloading. You can toggle between using
the Allied or Axis scope by holding USE and right-clicking.
Rifles:
All nationalities use the Mauser with a five round magazine. Right click bashes,
but if you hold USE and right click you can load a muzzle launched grenade.
One launchable grenade with each spawn.
SMG/MG:
Selectable full auto or 3 rnd. burst firing modes. 3 rnd. burst mode has less
recoil or greater ROF depending on theweapon. Hold USE + Bash to toggle
between the fire modes. All SMG have bash replaced by low power zoom.
You can not move while zoomed.
Air Strikes:
Use your binoculars to designate the target area. You get kill credit
for all victims. You can call two per map.
Proximity Mines:
Crouch + USE to set Proximity Mines. You can not move while setting.
Mines will explode when walked near or shot. Kill credit is given to the
setter if walked near, or to the shooter if shot. You have two Proximity
Mines to set per map.
Remote Explosives:
Found in your third grenade slot (must have the Client Fix, or hand will look
empty). Stand close to any surface and hold your FIRE button to set it.
REs can be disarmed while holding any weapon by standing close and
holding USE. Disarmed REs are added to your inventory and can be reused.
Breaching Charges:
A Remote Explosive automatically becomes a Breaching Charge when placed on an openable door. Doors reset two minutes after being destroyed.
Portable Mortars:
All players are carrying personal mortars. Hold USE and select your pistol to set it up. Mortars can be set up anywhere not covered by a roof or other
overhead obstruction. You get five mortar rounds per spawn.
Sticky Proximity Mines:
Right click throw a grenade, and it will throw the Sticky Mine instead. It throws just like a regular grenade, but will stick to any surface. After impact, there is a two second delay before it becomes active. When active, it glows and has blue "sensor antennas" sticking out from it. After 20 seconds, they will deactivate themselves.
The Sticky Mines can be disabled by shooting at them. If someone destroys your Sticky Mine by shooting it, then YOU receive 25% damage.
=============================================
EXTRA WEAPONS AVAILABLE IF YOU DOWNLOAD THE CLIENT FIX
=============================================
Throwing Knives:
Found in your second grenade slot. Knives can be thrown with left
click (two hits to kill) or you can stab with right click (instant kill).
.50 BMG Sniper Rifle:
Single shot, high powered two stage zoom.
Very high damage and will penetrate some types of light cover.
Garand:
Semi-Auto rifle with 8 rnd. magazine and high recoil.
Iron-site zoom for acurate shots.
M1 Carbine:
More damage than SMG but less than rifles, fires faster than other rifles and has a 15 round magazine. Low power zoom equal to SMG zoom.
DeLisle Silenced Rifle:
Very quiet with no muzzle flash makes it hard for your enemy to find you. Mid powered full screen zoom. Uses 7 round Colt magazine, so your pistol ammo is shared with the Delisle.
M4:
Three round burst only, alt-fire bashes.
UZI:
Silenced SMG. Left Click climbing full-auto, Right Click steady semi-auto.
Crossbow:
Slow firing projectile weapon. Arrows will go through bullet proof vests.
== Selectable only when picking up a LPflag: ==
HK-G41:
Machine Gun with scope.
Aliens Pulse Rifle:
High rate-of-fire, low damage. 50 rnd. magazines.
Secondary fire launches rockets.