Hello everyone, in this news you can see new gameplay of the cut mission from Call of Duty 4: Modern Warfare Kleenex Training
Special thanks to Shandy445 for working on the geometry of the level. Without him, this level would be impossible for playable. I strongly recommend taking a look at his Twitter account, he posts the restoring the cut maps for Call of Duty 4: Modern Warfare.
Shandy445 Twitter: Twitter
A little bit about this restoring the level.
This level has been fully recreated from scratch, because we still doesn't have the official map_sources and we still can't rip the map data from console (even via emulator). So, geometry still work in progress. Scripting already done and works perfectly.
A little bit about original level.
This level it was not completed at any stage of development. Level have the cut content as:
- Some marines have the different names which not voiced. When is the appointment for positions in rifle training you can heard: 'McLeod you're one, Baker you're two, Gaines three, Carver four, Shiring five, Pierce six, Field seven and Barb you eight.', but in the game after Gaines you see the names as Turner instead of Shiring, Keating instead of Pierce and Shiring instead of Field. For what reason the names were changed: unknown.
- Machine Gunner: In 253 and next builds have marine near the 'saw' machine gun, but this entity never scripted even Sergeant Smith saying: 'Sergeant, open fire!'.
- MOUT (not mount or else) course segment which should take place in a plywood building (while you need go the grenade training, you can see the plywood building on the left side). About MOUT There is still a mention of the trigger 'MOUTTraining_enter' and voice line at this level.
- Explosive segment: In 253 and next builds after complete the grenade launcher training level is ending, but in script of the level have the commented code and near have the explosivesTraining function. If be short: you need pickup the explosive and plant the spot on the car, no effects and timers, and after planting you get to the battle segment. If you want try yourself on your game, just use the game console and write: 'start explosives' and restart the level.
//thread explosivesTraining();
- Battle segment: In the .gsc level file you can find the interesting start point as 'battle', but except the endon and notify there nothing more. Here you can see this script yourself: code
CHANGELOG
Changes:
- Restored the old USMC Woodland skins;
- Restored old ADS for Mini-Uzi;
- Added the gamepad support. You can try yourself with IW3SP-MOD.
- Added safe area for UI;
Without safe area
With safe area
- Changed logic with loading the patch.ff file;
- Changed game hints in relation to your input: gamepad or keyboard/mouse;
- The switch fire mode script has been slightly redesigned. Added a slight delay and self script has been optimized.
Scripting:
- Beginning scripting of the levels: village_assault and village_defend.
'F.N.G':
- Changed the start of the training at Sergeant Newcastle;
- Added 'Stay in the pit!' script;
- Added dialog about aim assist (works with gamepad and if aim assist is enabled);
- Changed some dialogs, now some will depend on your input: gamepad or keyboard/mouse.
if(isGpadEnabled())
{
//The d-pad icon shows you what equipment you have in your inventory.
level.newcastle execDialog( "dpadicon" );
}
else
{
//These HUD icons show you what equipment you have in your inventory.
level.newcastle execDialog( "hudinventory" );
}
'Hunted':
- Marines now have the woodland camo, viewhands of the player also changed.
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