New Lethal / Tactical Devices: XM31 Wrist Mounted Laucher
Jan 22, 2017 18:00:56 GMT -5
Post by Lamron on Jan 22, 2017 18:00:56 GMT -5
New Lethal and Tactical Devices.
The XM31 Wrist Mounted Launcher comes from the single-player Black Ops 2 game. It was ported to COD4 by Mitsurugi, who has generously shared the model and animation files with us. Originally, it fired grenades that exploded on impact, but we are using it as a Spike Launcher.
You will find them in the menus as "Explosive Spike" and "Taser Spike". For ease of use, they work the same way except for the effect after being triggered. The spikes and crosshairs are color-coded so you can tell them apart. Red for Explosive, and Blue for Taser.
Characteristics Of Both Explosive and Taser Spikes:
These are "grenade class" weapons, meaning that you hold the key to raise them, and release to fire.
Special crosshairs have been made to allow accurate placement of Spikes up to 50 yards away.
Spikes are motion activated and detect/detonate when players come near.
Your Spikes will ignore you, but if another player triggers them while you are in range you WILL suffer the effects.
(Same as the way Claymores work)
You can retrieve your Spikes by standing very close and pressing USE.
Spikes disappear instantly when you die.
Perk Scavenger will restock Spikes.
A text message in the lower right of your screen will show when your Spike is triggered.
Enemy Spikes can not be destroyed by shooting at them. But you do have a fair chance to avoid them.
When triggered, there is a BEEP and flash of light 0.75 seconds before detonation. Run away!
Explosive Spikes:
A direct hit on a player does 20 damage on impact.
Area damage upon detonation is 80, enough to start bleeding.
Perk Body Armour does reduce the damage received from this weapon.
Taser Spikes:
A direct hit on a player does 5 damage, just enough to cause a hit-marker.
When triggered players experience sound and visual impairment for 5 seconds. They will be completely paralyzed for the first 3 seconds of the effect. (This makes it much easier to hit Lost_Child with a Tomahawk.)
Perk Tactical Mask will protect against the stun effect. Juggernauts will trigger it, but are immune to the effects.
==============================================================
To reduce the number of XMODELS used, there is only one hand model used for everyone firing the Spike Launcher. You will see your normal sleeves until your raise the launcher. Then you will see your sleeve pulled up and the XM31 strapped to your bare arm. After firing, you will see your normal sleeves again. Its not perfect, but its a tiny cosmetic issue not worth fixing with additional XMODELS.
The XM31 Wrist Mounted Launcher comes from the single-player Black Ops 2 game. It was ported to COD4 by Mitsurugi, who has generously shared the model and animation files with us. Originally, it fired grenades that exploded on impact, but we are using it as a Spike Launcher.
You will find them in the menus as "Explosive Spike" and "Taser Spike". For ease of use, they work the same way except for the effect after being triggered. The spikes and crosshairs are color-coded so you can tell them apart. Red for Explosive, and Blue for Taser.
Characteristics Of Both Explosive and Taser Spikes:
These are "grenade class" weapons, meaning that you hold the key to raise them, and release to fire.
Special crosshairs have been made to allow accurate placement of Spikes up to 50 yards away.
Spikes are motion activated and detect/detonate when players come near.
Your Spikes will ignore you, but if another player triggers them while you are in range you WILL suffer the effects.
(Same as the way Claymores work)
You can retrieve your Spikes by standing very close and pressing USE.
Spikes disappear instantly when you die.
Perk Scavenger will restock Spikes.
A text message in the lower right of your screen will show when your Spike is triggered.
Enemy Spikes can not be destroyed by shooting at them. But you do have a fair chance to avoid them.
When triggered, there is a BEEP and flash of light 0.75 seconds before detonation. Run away!
Explosive Spikes:
A direct hit on a player does 20 damage on impact.
Area damage upon detonation is 80, enough to start bleeding.
Perk Body Armour does reduce the damage received from this weapon.
Taser Spikes:
A direct hit on a player does 5 damage, just enough to cause a hit-marker.
When triggered players experience sound and visual impairment for 5 seconds. They will be completely paralyzed for the first 3 seconds of the effect. (This makes it much easier to hit Lost_Child with a Tomahawk.)
Perk Tactical Mask will protect against the stun effect. Juggernauts will trigger it, but are immune to the effects.
==============================================================
To reduce the number of XMODELS used, there is only one hand model used for everyone firing the Spike Launcher. You will see your normal sleeves until your raise the launcher. Then you will see your sleeve pulled up and the XM31 strapped to your bare arm. After firing, you will see your normal sleeves again. Its not perfect, but its a tiny cosmetic issue not worth fixing with additional XMODELS.