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HK Assault Special 2 - GR1 Mod featuring SWORDS robots
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Moderators: Woody2000, thales100
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thales100
Thu Feb 07 2008, 11:42am

Registered Member #966
Joined: Fri Oct 27 2006, 03:00am
Posts: 71
The mod will be called HK ASSAULT SPECIAL 2 and include a full armoury of the HKs 416 and 417 assault rifles.
Everything is done, ill post some screenshots later.
Shadows_Fall is working on brand new SWORDS mission SP / Coop compatible, including Embassy map .
Check the mod features :

wrote ...
- Play Ghost Recon with the support of Talon SWORDS robots

- 4 SWORDS versions included : M249 5.56mm , .50 Barret, M202 pyrophoric and M203 HE

- 58 new rifleman, sniper, demolitions and heavy weapons kits, including the following versions of the HK-416 5.56mm and HK-417 7.62mm assault rifles:


HK-416 10"
HK-416 10" SD
HK-416 10" + 40mm GL

HK-416 14.5"
HK-416 14.5" SD
HK-416 14.5" + 40mm GL

HK-417 12"
HK-417 12" SD
HK-417 12" + 40mm GL
HK-417 12" + 50 rounds magazine + bipod
HK-417 12" SD + 50 rounds magazine + bipod

HK-417 16" + bipod
HK-417 16" SD + bipod
HK-417 16" +40mm GL

HK-417 20" + bipod
HK-417 20" SD + bipod


+ HK-MK23 .45, HK-69A1 40mm GL, Frag Grenades, Extra Ammo, Sensors, Demo Charges, Claymore and AT4 as secondaries


- 6 new models for the opfor weapons:


AK-47
AK-74
AK-74 + GP25
AKS74U
AN-94
AN-94 + GP25


- Single / Multi Player fully compatible

- Real life firing sounds and ballistics

- Custom reticles

- Colored kit icons











[ Edited Mon Apr 07 2008, 03:39am ]
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thales100
Wed Feb 13 2008, 12:40pm

Registered Member #966
Joined: Fri Oct 27 2006, 03:00am
Posts: 71
Quick update, ive added new versions for the HK-G36 and HK-G11 rifles too, ill post screenshots later.
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Neo
Fri Apr 04 2008, 07:54pm
Registered Member #397
Joined: Sat Nov 06 2004, 08:29pm
Posts: 3
So how is the mod comming along ??
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thales100
Sat Apr 05 2008, 02:43pm

Registered Member #966
Joined: Fri Oct 27 2006, 03:00am
Posts: 71
Mod is ready, just need a small tweak in mission, itll be called HK ASSAULT SPECIAL 2, will include a huge brand new HK weaponry, plus one mission, quick ass mission, at embassy map, featuring SWORDS m249 and m202.
Just waiting for my scripter get back to work .

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thales100
Mon Apr 07 2008, 03:40am

Registered Member #966
Joined: Fri Oct 27 2006, 03:00am
Posts: 71
Mod was released.

wrote ...
__________________________________________________________________________
THIS MOD REQUIRES GHOST RECON 1.4 + DESERT SIEGE + ISLAND THUNDER TO RUN
__________________________________________________________________________



HK ASSAULT SPECIAL 2
--------------------


Features:

- 89 new rifleman, sniper, demolitions and heavy weapons kits, including the following versions of the HK-G11 4.73mm, HK-G36 5.56mm, HK-416 5.56mm and HK-417 7.62mm assault rifles:


HK-G36
HK-G36 + 40mm GL
HK-G36 SD
HK-G36 SD + 40mm GL
HK-G36 SD + NV Scope
HK-G36 + 100 rounds drum magazine + 1x Red Dot Sight
HK-G36 + 100 rounds drum magazine + 3.5x Telescope Sight + bipod
HK-G36 SD + 100 rounds drum magazine + 3.5x Telescope Sight + bipod

HK-416 10"
HK-416 10" SD
HK-416 10" + 40mm GL

HK-416 14.5"
HK-416 14.5" SD
HK-416 14.5" + 40mm GL

HK-417 12"
HK-417 12" SD
HK-417 12" + 40mm GL
HK-417 12" + 50 rounds magazine + bipod
HK-417 12" SD + 50 rounds magazine + bipod

HK-417 16" + bipod
HK-417 16" SD + bipod
HK-417 16" + 40mm GL

HK-417 20" + bipod
HK-417 20" SD + bipod

HK-G11


+ HK-MK23 .45, HK-69A1 40mm GL, HK-M1014, Frag Grenades, Extra Ammo, Sensors, Demo Charges, Claymore and AT4 as secondaries


- Six new models for the opfor weapons:


AK-47
AK-74
AK-74 + GP25
AKS-74U
AN-94
AN-94 + GP25


- Two new "H&K" missions, featuring the support of Talon SWORDS robots M249 5.56mm, M202 and Barrett .50 versions.

- Single / Multi Player fully compatible

- Real life firing sounds and ballistics

- Custom reticles

- Colored kit icons


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Install:

Extract it to your ...\mods folder under Ghost Recon, then start GR,activate the mod at highest priority.This means the lowest item is your options-mods screen. This mod is non-overwriting and should work in SP and MP.


IMPORTANT:
TO ENJOY ALL MOD FEATURES, YOU MUST ACTIVATE HK ASSAULT SPECIAL 2, QUIT THE GAME, AND START GHOST RECON AGAIN TO GET IT COMPLETELY ACTIVATED.
TO DEACTIVATE IT, FOLLOW THE SAME RULE.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Compatibility Addon:


How to install ?

Extract it to your ...\mods folder under Ghost Recon.



What is this "compatibility addon" ?

Activate it with a higher priority than HK Assault Special 2 mod to play other missions, specially the ones that include a BMP or tanks, but keeping all the weapons and sounds included in the mod. I have changed some particular sounds and textures used by tanks in Ghost Recon to make possible the use of the SWORDS robot in H&K SWORDS Edge mission, so if you want to play different missions using the HK assault rifles, sounds and opfor weapon models i have included in HK Assault Special 2 mod, simply activate this Compatibility Addon and enjoy !

IMPORTANT:
TO ACTIVATE THE COMPATIBILITY ADDON AND ALL ITS FEATURES, YOU MUST ACTIVATE IT AS A MOD (ALWAYS WITH A HIGHER PRIORITY THAN HK ASSAULT SPECIAL 2 MOD) , QUIT THE GAME, AND START GHOST RECON AGAIN TO GET IT COMPLETELY ACTIVATED.
TO DEACTIVATE IT (I.E. TO PLAY AGAIN THE SWORDS MISSION) , FOLLOW THE SAME RULE.


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Credits:

I have tried my hardest to get in contact with the creators of all work featured in this mod.If you find your work in this mod and it's not properly credited below do not hesitate to contact me (thales100@msn.com) and please accept my appologies.
In this case i will change this readme in a future patch and include the missing credits. I fully respect and thank the authors for their hard work that has made HK Assault Special 2 mod possible.The credits are very specific so the participation of the work of each modder can be easily understood. Other people may have also contributed to the mods listed below.


-Shadows_Fall for the "H&K SWORDS Edge" mission script.

-BS Paladin for the "H&K SWORDS Oil Barons" mission script.

-Ingeloop for the HK-G36, HK-416 , HK-417 and HK-M1014 reticles.

-][cePhantom for the grenade launchers reticle, from his "][cePhantom Weapons Mod". I've tried to contact you, without success.

-Sgt. Crocodile for the HK-G11 reticle, from his "Brazilian Special Forces Mod".

-Natsanwa for the model and textures of the HK MK23.

-Cobaka for the VW Iltis.

-DonMiguel for the "GR Gun Ballistic Calculator MFC Application" used in this mod.

-Terry Bailey at http://weedhopper.org/ for textures used in this mod.

-D.Corpse for the firing sounds.



All rights reserved. You may not modify or alter any of the files contained within this mod, or use its components without authorization from the authors. Please contact me if you are interested in using something from this mod, and i'll give you details (emails, etc...) on how to get the proper permission from the respective author, in case its not my own work.



thales100



http://www.woody2000.com/download.php?view.862













[ Edited Mon Apr 07 2008, 02:31pm ]
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Neo
Tue Apr 08 2008, 03:58pm
Registered Member #397
Joined: Sat Nov 06 2004, 08:29pm
Posts: 3
cooool mod, really nice work
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thales100
Tue Apr 08 2008, 05:22pm

Registered Member #966
Joined: Fri Oct 27 2006, 03:00am
Posts: 71
Thx Neo.
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pointillist
Sun Jun 01 2008, 06:59pm
Registered Member #977
Joined: Sat Nov 25 2006, 04:41pm
Posts: 9
Wow I love those things.....

In the mission the swords are predetermined,
as are the operators....I keep playing the same mission over and over.

Something I did with the weird starship troopers mod is
I made an atr. file and reduced the size of the creatures
and put in in the hero file...w/one kit , the built-in gun.
This gave me the ability to "train" one of them and more
importantly, gave me the camera view...an awesome steady
shooting platform.

Could this be done for the Swords?
As an actor the Sword would be driveable
and you could direct the gunfire......

or was that the intention? the "compatability add-on"
for this mod offers a sound and some textures only.....
Is the pob file changeable to a chr file? Or does that
have to be edited with proprietory software?

A lot of the innovations like rayguns disappeared for the
mods shortly after being posted......maybe red storm
or whomever could incorporate the changes and repackage
them into a more equitable mp mode....perhaps a warning
that alien weapons are in use, or a prohibition for developers
only for those of us who don't play in tournaments but do
play singleplayer (cmcst messes with the feed here in dense city).

Please...a chr. file.........oh and I include the
ballistics data for the machine in the atr. file, which makes it a little
more realistic if you sent an armored gun platform into a gunfight....
specifically I bounce the values up about tenfold, especially
for the "head"...which for the machine doesn't stick up.

lol (hey i interviewed to be McClellan's Assistant but
he Literally started crying during the Interview and Laura Bush came
over and said "What did you do to Scott?" and I said "I'll sign your
Contract of Advanced Cognizance now.".
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pointillist
Sun Jun 01 2008, 07:03pm
Registered Member #977
Joined: Sat Nov 25 2006, 04:41pm
Posts: 9
Oh and I tried increasing their speed
which made them do a "ferris wheel"
effect, with the gun rotating when it hit top
speed..........weird enough to keep it slow.
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thales100
Mon Jun 02 2008, 02:37pm

Registered Member #966
Joined: Fri Oct 27 2006, 03:00am
Posts: 71
pointillist wrote ...

Wow I love those things.....

In the mission the swords are predetermined,
as are the operators....I keep playing the same mission over and over.

Something I did with the weird starship troopers mod is
I made an atr. file and reduced the size of the creatures
and put in in the hero file...w/one kit , the built-in gun.
This gave me the ability to "train" one of them and more
importantly, gave me the camera view...an awesome steady
shooting platform.

Could this be done for the Swords?
As an actor the Sword would be driveable
and you could direct the gunfire......

or was that the intention? the "compatability add-on"
for this mod offers a sound and some textures only.....
Is the pob file changeable to a chr file? Or does that
have to be edited with proprietory software?

A lot of the innovations like rayguns disappeared for the
mods shortly after being posted......maybe red storm
or whomever could incorporate the changes and repackage
them into a more equitable mp mode....perhaps a warning
that alien weapons are in use, or a prohibition for developers
only for those of us who don't play in tournaments but do
play singleplayer (cmcst messes with the feed here in dense city).

Please...a chr. file.........oh and I include the
ballistics data for the machine in the atr. file, which makes it a little
more realistic if you sent an armored gun platform into a gunfight....
specifically I bounce the values up about tenfold, especially
for the "head"...which for the machine doesn't stick up.

lol (hey i interviewed to be McClellan's Assistant but
he Literally started crying during the Interview and Laura Bush came
over and said "What did you do to Scott?" and I said "I'll sign your
Contract of Advanced Cognizance now.".


Hey pointillist, it isnt possible to have the SWORDS as a chr. ok, animations are for humans, cant add a mini tank, just as a vcl as included in the mod - GR engine has limits, so i tried my best to make it in game.


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