Bring back raven shield.
best game credits ever
Haha this music is awesome Twi, what is it? Also the mod looks like it's coming along awesomely! Can't wait to take down zombies with my FAL.
I found the lack of NVG was excellent. Start the mission at noon or dusk, and then it becomes a race against time to find caches and the holy grail of night combat. If we didn't get them, we made do with weapons with flashlights, or drove to towns with good lighting. We holed up on a well-lit roof and stood watch until dawn, where we continued our search. It was very immersive.
Is there a changelog for the test versions?
Can't wait for Project VI. Wish I knew more about the Unreal Engine 2 so I could help out. Send regards to Twilight and the rest of the team!
Ok, that's good to hear.
After a lot more research I came to agree with you, seems I misinterpreted some of the information. Looking forward to seeing more changes.
After playing this mod for a time, there is one big thing that really bothers me. The Russian Mi-28 has an anti tank missile, but after some testing I found that its effective hit percentage on US MBTs is less than 25% due to the ADS killing virtually every missile. In comparison, the US Apache has a 100% kill probability with its hellfires. Is this on purpose? Seems like the Mi-28 needs an AT improvement.
Another thing is that the LOAL mode of the Hellfires (after some research Fas.org) still appear to require some type of target ID in the form of laser designation or similar. Therefore to better model its target/engagement profile it may be better to still require SOME sight to the target (not necessarily sight by the chopper). The idea of throwing a missile into an unknown area and scoring a random kill (through *missile* acquired lock on) isn't possible it seems. This could also open some more opportunities for indirect fire from choppers, as I noticed that sometimes you can't fire Hellfires (SKR LIMIT LOS Invalid) even though it is within range. I love the mod though, can't wait for more updates.
unfortunately it seems that while the zoom does work when you put rifle scopes on pistols, the model for the scope does not show up, making it much less cool. I don't think I'll be implementing this feature as it is now, maybe if I find some way to access the physical mount point on the model I may I can make it work.
I will look into this, although generally this isn't practiced too much in combat loadouts. I'll let you know when I get around to it.
Note: this has been removed as I mistakenly thought it had it D:
lol so true, i remember when i installed iron wrath i had the exact same issues :/
nevermind, i just copied the OP sounds to the raven shield sounds folder. Also noticed that the HK53 used 5.45 instead of 5.56. Awesome work though, hoping that this project stays alive!
is it just me, or are the sounds for the tokarev missing? The file Pistol_TT.SB0 are in the sounds folder, but no sound comes out when I use it. Any ideas?
It has not been tested on it, but you're welcome to try and tell us the results.
So far we have not been able to access the resources in Vegas 2 yet.
In the DefaultWeaponsConfig file, there is a section for each weapon. Near the bottom of each section, there are some lines with the tag m_eAttachmentOption1= ;these lines control which attachments are available for each weapon. You can cross reference these to other weapons with the attachments you want. The red dot does work on sniper rifles, we experimented with some with odd results. It seems that the default view alignment for the "looking down the sights view" is already set for sniper rifles, optimized for the sniper scopes. Therefore some of the values of those numbers would have to be changed. If you want these changes to be made, let us know and we'll see what we can do.
This is true, though we opted to assume that Rainbow snipers would use a more capable standard magazine considering they are a very small number of people against an extremely unreasonable number of opponents ;)
Just put up v1.01, make sure to update your files.
That is correct, we'll fix this on our next release which will hopefully be within the next week.