The goal of Half-Life 2 : MMod is to enhance and expand gunplay, combat mechanics and the immersion factor by giving the Player more options and combat opportunities as well as refine how the Player handles his arsenal. Half-Life 2 : MMod also offers minor AI enhancements, extended abilities for combine soldiers, multiple bug fixes, enhanced visuals, VFX re-design, sound redesign and much much more, while keeping nearly every new feature in the mod totally optional.
Object Individual Combat Weapon
A legendary assault rifle loved by many, has 2 fire modes which you can switch on the fly, based of fixed hl2 beta code from LeakNet patch by VXP, I've just ported it and given it a bit of love and a lot of code related changes for muzzle flash positions, 2 types of shell eject, proper grenade eject and lovely scope.
Every third weapon comes with a free tv!
Not sure how you did this but Ive always dreamed of a proper OICW weapon in HL2 so job well done tho I would have done things a wee bit differently.
For example I would make the OICWs 20x85mm Smart grenades behave like they do in RL with 2 fire modes AKA "impact detonation" and "air burst detonation"
EG something like this
MB1 "Primary fire" would fire the 5.56mm part of the weapon while MB2 "secondary fire" would launch the 20mm grenades
MB3 "AKA the mouse wheel" would be used to aim the weapon and activated the 20mm grenades air burst mode. The 5.56mm primary fire mode would also be semi auto instead of full auto for precision shooting while aiming thorough the scope.
Basically if you fire the grenade launcher from the hip said grenades would behave like regular grenade launchers with said grenades exploding on impact but if you fire the 20mm GL while aiming through the scope the grenades would explode via proximity EG just being close enough to a target to detonate mid air EG the air burst mode.
Just my 2 cents is all make of it what you will but aside from that job well done so far guys job well done.
ayy dat tv refrence tho :D
Those explosions, tho.
Those hunters aren't going to know what hit 'em!
Also it kinda looks like a Daewoo k11
Is there going to be an OICW in the 1.1 release?
Late response, but it'll be in version 3.
The 1.1 release is already out, the OICW is gonna be added into the not mod friendly addition however it would be cool to wield the hunter chopper gun in the first chapters of hl2
You Know, you could do this:
> Metro-Police, Civilian Citizen, Rebel Medics use SMG1
> Combine Soldier uses AR2 and Shotgun, SMG1 is replaced with OICW.
> Rebel Citizen uses AR1 and Shotgun, SMG1 on rare occasions.
> AR1 and Pistol share ammo, Pistol are barely being used late-game anyways.
> SMG1 and OICW share ammo, it's a balance between accuracy and rof instead.
> AR1: 8 Damage, 0.11s shot interval or 550 RPM, 30 round capacity, less-accurate than Pistol but more accurate and less recoil than AR2.
> SMG1: 5 Damage, 0.07s shot interval or 857 RPM, 60 RPM grenade, 40 round capacity.
> OICW: 5 Damage, 0.09s shot interval or 666 RPM, 444 (scoped), 40 RPM grenade, 30 round capacity, more-accurate than SMG1, has Scope (via ironsights), and flatter grenade trajectory.
> AR2: 10 damage, 0.09s shot interval or 666 RPM, 40 RPM Altfire, less accurate than AR1.
With this setup, we don't need to add more ammo types. Pistol sharing ammo with AK47 while doesn't makes sense realistically, but it makes sense balance-wise because it allows us to use a mostly unused ammo at the late-game while keeping high damage.
We also don't need to make it as competitive to AR2 as a result, and the AR2 could be more powerful as it needs to be. We could always fall back to AR1 if we are having ammo problems, or if we need more accurate DPS at a distance.
The SMG1 and OICW sharing ammo would also lessen the logistical burden. With the OICW having the niche for long range engagement, the SMG1 still has a niche for close range due to faster ROF and larger capacity.
Also SLAM. I would like to have SLAM back.
can we also have a "Classic Crosshair" option
how to get ak47 and OICW
x2
you can't
That's the neat thing. You don't, for now at least.
It would be my crazy dream to have the gunplay match that of Red Orchestra 2 or Rising Storm 2. Firemodes, reconfiguration, weapon sway, manual pump action, manual ammo checks...
But in regards to getting the max out of each weapon and balance to some of the comments above, there is the option only being able to carry one SMG and one rifle, and being able to drop one to pick up another, then increase the OICW's damage while making it semiauto or scoped only.
SMG1 has armor-piercing HK 4.6 ammo and the odd grenade launcher, while the SMG2 is an MP5SD which is quieter and shares a pool with the pistol.
The AR2 would be fast and inaccurate while the OICW would be for long ranged killing. Need to switch? You'll have to kill find one, 'cause you're not carrying both.
"Fully automatic. Intermediate caliber. Weapon. With. Airburst grenade launcher. Acquired."
It's possible with 15.ai around now. Could be used to create new voice cues, and replace mismatched old ones for weapon pickups.
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how do i get this
I think it never got added
Fact: The OICW is a half life 2 cut weapon, the only way to use it is by installing the half life 2 beta (it can be a mega build or a patch) and the OICW has missing features, valve intended to have a secondary fire since the real life OICW has a rocket launcher built in
Will this weapon ever be added? This looks really fun to use, especially given the challenge that MMod provides when fighting the improved combine AI.
Looks great - finally somebody fixed the rotated wrist and fire animati Now of only this replaced MP7 in vanilla and I am all set xD