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Tactical operations v3.3 for 0.96 http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=1668 |
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Author: | warbrand2 [ Tue Apr 22, 2014 7:15 pm ] |
Post subject: | Tactical operations v3.3 for 0.96 |
DOWNLOAD LINK: http://www.mediafire.com/download/32j0u52z70uob29/tact_ops_v3.3.zip note: while campaign works, the armory is bugged. This is the tactical operations mod, this mod contains a focuse on tactical equipment and soldiers so know your weapons and know your allies. WEAPONS this mod adds a slew of new weapons from a socom pistol to the mighty m202 flash, each weapon has a use and a role, be it emergency support or wiping a tank of the face of the earth. weapons list. AA-12 (disabled)(bing put in main game) info: the AA-12 is a 12 round fully automatic shotgun great for clearing close range areas. it has a high kill chance and a good fire rate. soldiers armed: SPEC OPS Binoculars info: the binoculars give a good view range boost when used. while they do not have any weapon functions they work great for spotting vehicles at a range and even calling in air support. soldier armed: player only deagles (disabled)(beign put in main game)(to be replaced with socom and something else) info: high powered 7 shot pistols soldier armed: NA civilian weapon. m60e6 info: 150 rounds of power, this weapon lmg is light weight enough to fire standing yet holds enough kick to stop an army in their tracks soldier armed: JUGGERNAUT m107 info: 8 rounds of high powered destruction this sniper rifle is the only none explosive weapon in the game that can take out a riot shield or destroy a crate from range, this is a sandbag popper though it does take some rounds to do so, use is wisely. soldier armed: SPEC OPS/DESIGNATED SNIPER m202 flash info: this rocket launcher fires 4 rounds at once, while they do less damage then a normal LAW or rpg7 your got 4 chances to hit the target, and a hole salvo will bring a tank to its knees soldier armed: ALL BUT DESIGNATED SNIPER IS RARE. rel x1 info: this is more or less a rwr version of the tf2 sticky launcher 8 rounds of remote explosive only down side is the rounds are bright red making them useless in mass against players. soldier armed: NA generic suppressed no image info: just the ak47, m16, and g36 suppressed, same stats as normal weapons only suppressed. soldier armed: BLACK OPS XM8 info: this is a 80 round fully automatic assault rifle, equiped with a light scope it fires faster then most AR's and is even counted as a mg by the AI. soldier armed: JUGERNAUT M32 info: this is a 6 round grenade launcher. nothing more nothing less. it will allow you to rain hell on to the enemy no mater where they are, just be careful it isn't accurate in the slightest. soldier armed: SPEC OPS m16 sniper info: a burst fire m16 with a scope, is more accurate then your standard m16 though at the cost of only having 24 rounds and being rarer soldier armed: DESIGNATED SNIPER ak47 sniper info: a ak47 with an extended barrel and scope.. yeah not much different then a normal one soldier armed: DESIGNATED SNIPER custom psg90 info: 10 rounds of smart fire death, this sniper is the most accurate sniper in the game with perfect accuracy at all times at least until you fire it then you have to wait 3 seconds. soldier armed: DESIGNATED SNIPER 20mm lmg (removed)(to be replaced with an implacement) info: made up 20 roudn grenade launcher, good for clearing anything and everything soldier armed: JUGERNAUT UZI info: 30 round fast fire secondary, is used for a burst and clear weapon. soldier armed: SPEC OPS MP7 info: 45 smg with a suppressor. soldier armed: black ops mac10 info: primary version of the uzi only with better stats and a suppressor soldier armed: black ops flasher info: modified m32 that fires stun grenades. soldier armed: black ops / rare socom info: 15 round pistol with laser sight, will replace deagle on designated snipers. soldier armed: designated sniper THROWN WEAPONS target marker info: call in 6 long range missiles to clear an area, do to the manual nature of the flare can be used in jammed areas, not effective against infantry. APC marker info: calls in a apc via a flare, eventually will be replaced with a bulldozer if some one wuld model it for me. VESTS/ PLAYER light vest info: cheap as dirt but only protects the player against one kills shot aka acts as a one up. VEST TYPE 2 info: just a model update added a balistic mask and some more padding BLACK OPS ARMOR info: gained rarely from a supply drop, is a vest type 2 with a special look, and slightly different result stats SOLDIER TYPES SPEC OPS info: these soldier are the bread and butter of the mod armed with most the tactical weapons, tehy spawn rarely amoung the fodder to give some much needed support. UPCOMING FEATURE: spawn via radio call as well as normally weapons: p90, teams burst weapon, m107, m32, aa-12, m202 flash, uzi, medkit, and/or riot shields armour type: vest type 2. BLACK OPS info: these soldiers spawn with stealth weapons and gear. right now they have no real role, as they are meant for a special radio call. weapons: suppressed main, suppressed smg, suppressed pistol, vss vintorez, mp7 or mac10(mp7 and mac 10 not in yet) armour: black ops armour JUGGERNAUT info: your best friend or your worst enemy, these guys are always armed with an LMG and will kick your butt as they can take more hits then a train, and they know it. weapons: stoner lmg, xm8, m60e6, m202 flash, riot shield, or teams RPG. armour: vest type 4(NPC ONLY) DESIGNATED SNIPER info: your snipers, tehy are armed with custom team snipers and a side arm, but don't let taht fool you, they have 1500 RP each and will not hold on using it (not kidding these guys will bomb you back to the stone age if you hide from them, or call in a platune on a dime) weapons: m107, teams custom(m16 sniper, ak47 sniper or custom psg90), or teh vss vintorez armour: light vest CALLS black op call cost 300 RP info: air drops 4 black ops soldiers, or stealth missions. will be the only way they spawn spec ops call cost 300 rp info: air drops 3 spec ops soldier and a designated sniper. will be the main way to spawn them. supply drop cost 400 RP info: drops a crate which contains some random weapons from the mod. |
Author: | warbrand2 [ Mon Apr 28, 2014 12:02 am ] |
Post subject: | Re: Tactical operations v1.0 for 0.95 |
ADDED +mp7: 45 round smg (extended mag/suppressed/ black ops spawn) +mac10: 30 round smg (quick to fire/ suppressed/ black ops spawn) +vest black ops: vest 2 with a black armor design BALANCED -m107: 8 rounds instead of 5, explosive damage nerfed so only good against riot shields -m32: fixed range issues, single fire no more firing all 6 with one click. -psg90 custom: lowered ammo from 15 to 10 as the AI would steam roll with it. -20mm lmg: commonness set to 0.0 aka removed, will be replaced with an emplacement as soon as I figure out how -spotting gear: nerfed range. MODEL CHANGE -m32: heavily improved the model -m202 flash: made the model look more like a real one, no longer a box with 4 holes -m107: general improvement of the model, mostly just made the barrel less overblown and added a better scope design REMOVED AA-12: will be added to vanilla deagle grey: WILL be added to vanilla deagle gold: will be added to vanilla VANILLA CHANGE (in my mod) + new model for the type 2 vest (adds ballistic mask, model is both soldier and drop item) PLANNED -balance XM8 -replace m60 with hk121 -model change m60 to an hk121 -hud change m60 to an hk121 -model change grey and brown juggernaut (make look closer to green one) -medic class (spawns with special multi use medkit primary and a pistol) -prisoner class (for campain, spawns with enemy weapons... heavy work required as this will be 2 classes per side) -add flasher (rare m32 that fires stun grenades) -black ops call (spawn four black ops soldiers)(made not implemented) -spec ops call (spawn 3 spec ops soldier and a designated sniper)(partially made not implemented) -wesson revolver (6 round, accurate revolver) -hazmat suit (made, no use. deactivated) REQUESTS: things I can't do but need to be done for next update -m32 reload animation (if you think you can make one, PM me will send my dev version of this, needs to be one at a time single load so that I can make it a reload one at a time weapon) -revolver reload animation (same as m32) |
Author: | warbrand2 [ Thu May 01, 2014 9:04 pm ] |
Post subject: | Re: Tactical operations v1.0 for 0.95 |
V3 preview images Spoiler: |
Author: | warbrand2 [ Thu May 15, 2014 3:20 am ] |
Post subject: | Re: Tactical operations v2.5 for 0.95 |
DELETE THIS POST AND THE ONES BELLOW PLEASE |
Author: | warbrand2 [ Fri May 30, 2014 2:17 am ] |
Post subject: | Re: Tactical operations v2.5 for 0.95 |
-removed- |
Author: | gimmic [ Fri May 30, 2014 3:05 am ] |
Post subject: | Re: Tactical operations v2.5 for 0.95 |
Please implement golden lugers. |
Author: | warbrand2 [ Fri May 30, 2014 3:41 am ] |
Post subject: | Re: Tactical operations v2.5 for 0.95 |
-removed- |
Author: | warbrand2 [ Sat May 31, 2014 8:16 pm ] |
Post subject: | Re: Tactical operations v2.5 for 0.95 |
mod discontinued to to gimmic above, he responded to some trash talk with pulling up all info on me. I will be pulling the download tomorrow along with deleting all info in this topic. |
Author: | gimmic [ Sat May 31, 2014 8:37 pm ] |
Post subject: | Re: Tactical operations v2.5 for 0.95 |
![]() I mean no harm, sir. If you really do discontinue your mod, I will fork it and continue it in your name. Please don't leave. To make sure the download remains available, I have made it available here: Tactical_Opperations 2.5 for 0.95, by the artist formerly known as Warbrand2: http://www.filedropper.com/tacticalopperations25for095 |
Author: | warbrand2 [ Thu Jun 05, 2014 3:35 pm ] |
Post subject: | Re: Tactical operations v3 for 0.96 |
mod is updated, images will come soon. |
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