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:
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 .
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:
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.
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.
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.
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.
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.".
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.
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.