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Tactical Expansion Mod Version 1.

1
-Made by Kilroy357
So, here we are again. It's been a little over a year since the first release of the mod, and I've made some
more changes to improve the immersion of the game as well as adding things for the hell of it. Originally I
planned to add all sorts of additional attachments and ammo types, but I hit a little snag. The game engine, for
some reason, can only handle so many items in the inventory before the inventory "locks up" so to speak. So I
added what I could and made some more changes to gameplay. One subtle change is vehicle engine damage.
Being able to stop a truck with a single shot to the engine from a .50 caliber rifle is a small change with very
noticeable effects on gameplay. I've also added some new, more realistic weapon sounds to improve immersion.
Probably the most significant thing about the version is the addition of some new custom weapons.

Note that I have only included the changes since version 1.0 in this file.

===
Acknowledgements (1.1 additions listed only): As always, some parts of this mod would not
be possible without the work of others.
===

Ÿ1 Big thanks to Youpala from Crymod for providing a number of assets that are new in this version. These
include the SCAR's bayonet, Masterkey shotgun, the magazine models for the SLAP and HE-FRAG ammo,
the new SCAR-AB weapon inspired by Crysis 2, and the FNP-45.

Ÿ2 Thanks to Pydon from Crymod for the Natural Mod ToDs, as I have included them in the mod.

Ÿ3 Thanks to Ror-Shak from Crymod for the SIG P226 and the H&K UMP-45.

Ÿ4 Thanks to Olli. from Crymod for the M110.

Ÿ5 Thanks to DarkDali, BuLL, callofduty511, and FarCryer from Crymod for the H&K MP5SD.

Ÿ6 Thanks to Mhaha2, BuLL, callofduty511, and slicer91 from Crymod for the Colt M1911.

Ÿ7 Thanks to crispyzombie from Crymod for the AA-12 Combat Shotgun.

Ÿ8 Thanks to Mr.H0n$3L from Crymod for the G4 Hybrid Rifle.

Ÿ9 Thanks to Andrey_M from Crymod for the Ultra Light Helicopter.

Ÿ10 Thanks to the developers of the first Call of Duty for the replacement DSG-1/M110 sound. (Modded
version of the Mosin Nagant sniper sound)

Ÿ11
Ÿ12 Thanks to -Eric- from gamebananna for the replacement suppressed firing sound for the SCAR/DSG-
1/M110.
Source: http://www.gamebanana.com/css/sounds/1639

Ÿ13 Thanks to oreZneveS from gamebananna for the replacement sound for the SCAR.
Source: http://www.gamebanana.com/css/sounds/15414

Ÿ14 Thanksto :. Steve-o .: from gamebananna for the replacement sounds for the FY-71 and Tactical
Shotgun. Source 1: http://www.gamebanana.com/css/sounds/7849
Source 2: http://www.gamebanana.com/css/sounds/3675

Ÿ15 Thanks to HybidRider from halflife2.filefront.com for the SMG sound replacement.
Source: http://halflife2.filefront.com/file/CS_Source_Soundpack_SOUNDS;38194
-used the FAMAS sound

Ÿ16 Thanks to vorpalreaver from gamebananna for the AA-12 sound effect.
Source: http://www.gamebanana.com/css/sounds/6014

Ÿ17 Thanks to nubblecakes from gamebananna for the replacement SIG P226 sound effect.
Source: http://www.gamebanana.com/css/sounds/10286

Ÿ18 Thanks to NIOCZKUS from gamebananna for the replacement M1911 sound effect.
Source: http://www.gamebanana.com/css/sounds/16470

Ÿ19 Thanks to NightmareMutant from gamebananna for the FNP-45 sound effect.
Source: http://gamebanana.com/css/sounds/17360

Ÿ20 Thanks to SevenZero from gamebananna for the G4 Hybrid sound effect.
Source: http://gamebanana.com/css/sounds/17022

Ÿ21 Lastly, thanks to Crytek for making an amazing game, keep it up guys.

===
Particle changes:
===

Ÿ22 Some optimizations to the APC cannon hit effects, don't know how effective they are though.

Ÿ23 Revised and optimized the blood effects, toned down the "red mist". Fixed scaling over distance so the
blood effects don't get bigger when seen from farther away. Performance should be improved, since I cut
down on the particle counts.

Ÿ24 More noticeable particle effect when hitting aliens with the gauss rifle - blue sparks everywhere.

Ÿ25 Better C4 effects, more noticeable explosion sound.

Ÿ26 Mixed in some extra sounds to grenade explosions by adding them to the particle effects. As far as
gameplay, this translates to a subtle increase in the "boom" of grenade explosions.
Ÿ27 Added more sparks to the hit effects of the M107's Mk211 Raufoss ammo.

Ÿ28 Glow from singularity AT grenades no longer sinks into the ground.

===
Sound changes:
===
Many weapons in the game have been given new, more realistic firing sounds. These sounds are also louder
than those in the base game. This changes the feel of the game considerably. Gunfights have been raised to a
new level of intensity, because the weapons generally sound a lot more dangerous.

===
Weapon changes and new additions:
===

General:
==============================
Ÿ29 Fixed sniper scope for accuracy. Rounds fired will no longer go "high" when using a low zoom level.
The LAM dot will also be in the middle for the same reason.

Ÿ30 Added flash hider attachment. Greatly reduces size of muzzle flash, allowing improved use of optics as
well as making the player slightly harder to detect when firing. Attachment model by Youpala.

Ÿ31 Binocularsnow have the same zoom levels as the sniper scope. By flow graph, I have added a
rangefinder which works at *long* range. The same flow graph allows objects and enemies to be "red
tagged" by aiming at them with the binoculars and pressing the enter key. Note that this flow graph is only
in the campaign levels, it would need to be added to custom maps to work.

Ÿ32 Changed shotgun ammo capacity from 56 to 60, due to the AA-12's 20 round magazine.

Ÿ33 Removed smoke trails from hand grenades.

Repair Tool:
==============================
Ÿ34 Corrected a crash issue connected to the particle effect.
SCAR/FY71 GL:
==============================
Ÿ35 40mm grenades no longer tumble everywhere while in flight.

Ÿ36 Added 40mm illumination flares for use on night levels. These are fired using the smoke GL and light
up everything within a 290 meter radius. These are best used by firing them straight up. Due to particle
limitations, the light does not cast shadows.

Ÿ37 Added 40mm homing RPGs. Work like little LAW rockets, capable of locking on to vehicles and
armored infantry ( lol...) when zoomed in. Same damage as normal GL grenades with 16 meter max blast
radius, as opposed to 10 meters for normal GL grenades. However, homing RPGs are more capable against
vehicles.

Will destroy:

Ÿ38 LTVs in 2 hits

Ÿ39 Boats in 1 hit.

Ÿ40 Patrol boat in 5 hits.

Ÿ41 Helicopter in 4-5 hits, depending when the rocket pods blow. A direct hit to the engines will bring it down as well.

Ÿ42 VTOL in 7 hits.

Ÿ43 AA Tank in 4 hits.

Ÿ44 NK Tank in 12 hits.

Ÿ45 US Tank in 20 hits. (In other words, not effective)

Ÿ46 Tracked APC in 7 hits.

Ÿ47 Amphibious APC in 6 hits.

Ÿ48 Truck in 2 hits.

SCAR:
==============================
Ÿ49 Added SLAP ammo. Comes in a larger 50 round magazine and flies much faster (1220 M/S). Has the
same penetration as a .50 caliber and is capable of disabling vehicle engines with multiple shots. More on
that later. Ammo boxes are painted green. Magazine model made by Youpala.
SLAP = Saboted Light Armor Penetrator

Ÿ50 Added HE-FRAG ammo. Basically high-powered incendiary ammo with a 3 meter blast radius. Within
that radius it is comparable to FRAG-12 ammo at 230 damage. Comes in a 10 round magazine and is
available in limited quantities. Look for ammo boxes with an explosive warning label on them. Magazine
model made by Youpala.

Ÿ51 Added Bayonet attachment for stabbing KPA repeatedly. Provides substantial melee damage (250)
capable of instantly killing most enemies and badly wounding/knocking down heavily armored enemies.
Model and animations made by Youpala.

Ÿ52 AddedMasterkey shotgun attachment. Four round capacity and can use all types of shotgun ammo.
Model and animations also made by Youpala.

SIDE NOTE: Masterkey and Bayonet are only available for the SCAR as it is not possible to add custom
animations to the FY-71 without completely remaking the gun. The SDK provided the needed file for the
SCAR, but not the FY-71.

Ÿ53 Changed unsuppressed and suppressed firing sounds to more realistic ones.

FY-71:
==============================
Ÿ54 Changed firing sound.

SOCOM Tactical .45:


==============================
Ÿ55 Changed suppressed firing sound to that of the suppressed UMP-45. This sound is more fitting
considering how loud the unsuppressed firing sound is.

Barrett M107:
==============================
Ÿ56 Changed hit type for use with vehicle damage multipliers, and made that hit type particularly effective
against vehicle engines. The M107 is now capable of stopping a truck with a single shot through the engine
like it does in real life. More on that in the vehicles section.

Tactical Shotgun:
==============================
Ÿ57 New firing sound, separate from AA-12.

Ÿ58 Reduced the effectiveness of FRAG-12 ammo vs. vehicles, since taking out a LTV with two shots was a
little silly.

SMG:
==============================
Ÿ59 New firing sound.

LAW:
==============================
Ÿ60 Added more zoom to scope.

Ÿ61 Canlock onto armored infantry. Overkill, but funny. For some reason I can't make it lock on to
unarmored enemies.
Ÿ62 Changedhit type and increased damage. It has the same effectiveness against vehicles, but now kills
Nano-Koreans in one shot like it should.

SCAR-AB (new in 1.1):


==============================
Inspired by Crysis 2 and made by Youpala. Variant of the SCAR with a higher rate of fire (900 RPM), but the
inability to use scope attachments. Hopefully this will be fixed in the future, but for now scopes don't work as
they are completely out of alignment with the player's line of sight and also floating above the gun. Shares other
attachments with the SCAR. Very deadly at close to mid range due to its solid damage and high rate of fire.

H&K UMP-45 (new in 1.1):


==============================
Custom SMG by Ror-Shak. Shares .45 ammo with the SOCOM with the exception of tranq ammo. Deadly at
close range but looses effectiveness at longer range due to the low muzzle velocity and high ballistic drop of the
.45 round.

Ÿ63 Equipped with a LAM and reflex sight by default, other attachments are given to you by starting
equipment.

SIG SAUER P226 (new in 1.1):


==============================
Custom pistol by Ror-Shak. My changes include increasing the fire cap to 600 RPM, increasing the magazine
size to 18 (Mec-Gar High-Cap magazine), and decreasing the damage to 65 to bring it in line with the damage
scale. This pistol has very little recoil allowing you to put a lot of rounds dead on target quickly.

Ÿ64 Uses new 9MM ammo types for authenticity's sake. Muzzle velocity is 350 M/S vs. 271 M/S for .45
ammo.

Ÿ65 Added armor-piercing incendiary ammo. 105 damage with higher penetration, able to shoot through
sniper tower metal.

Ÿ66 Added tranq ammo, identical to the SOCOM's tranq ammo aside from the 9MM label. Makes targets
take a nap for three minutes.

Ÿ67 Added new firing sound. It's not that I didn't like the original, I just wanted something with a little more
bang to fit in with the other sound changes I made.

H&K MP5SD (new in 1.1):


==============================
A more recent release by DarkDali, BuLL, callofduty511, and FarCryer. I improved its aimed accuracy and
adjusted the damage to 75 to bring it in line with 9MM weapons. Shares 9MM ammo types with the SIG P226
with the exception of tranq ammo. Quite effective at close range and very stealthy.

Ÿ68 AP-I damage set to 115.


Ÿ69 I remember some posts on the forums that some people thought it was a little loud, so I made an
alternate "quiet" version which uses the original suppressed SOCOM sound.

Colt M1911 (new in 1.1):


==============================
Custom weapon by Mhaha2, BuLL, callofduty511, and slicer91. Shares .45 ammo with the SOCOM and UMP-
45 with the exception of tranq ammo. Changed damage of normal ammo to 85 to bring it in line with the .45 cal
weapons and changed the magazine size to 8, which is the most an M1911 can have normal sized, single-
stacked magazines.

Ÿ70 Added new firing sound. Done for the same reason as the P226 sound change.

Ÿ71 This is your standard .45 when using the weapon replacement packs, more on that later.

AA-12 Combat Shotgun (new in 1.1):


==============================
Custom weapon by crispyzombie which makes use of my autoshotgun firemodes. I haven't nerfed it; it's an
extremely devastating weapon at close range and quite capable at long range as well with slugs or FRAG-12
ammo equipped. Select-fire, 300 RPM on automatic. FRAG-12 ammo on automatic is hilarious. Be careful how
much you use it, as the weapon will eat your shotgun ammo like pac man.

Ÿ72 Has no optics or narrow spread mode, though considering the hail storm of firepower it deploys they
aren't really needed.

Ÿ73 Spread of pellets is 4.5 degrees on automatic and 4.3 on semiautomatic. (Normal pump-action shotgun is
4 degrees when on wide mode)

Ÿ74 New firing sound which is very reminiscent of the scene from The Expendables. If that's not ringing any
bells, here's the clip: http://www.youtube.com/watch?v=U_f0UKwCNwg

Ÿ75 Adjusted recoil, since a real AA-12 has so little recoil that it can be fired one-handed.
KAC M110 SASS (new in 1.1):
==============================
Custom weapon by Olli. Shares 7.62X51 NATO ammo types with the DSG-1 and has a 15 round capacity. The
M110 is serious upgrade over the DSG-1 due to it's semi-automatic nature and the ability to mount a suppressor.

Ÿ76 Minor change: removed the ability to mount the vanilla Crysis sniper scope, as the weapon doesn't need
two scopes when the custom one looks better.

Ÿ77 The M110 and DSG-1 both use a new firing sound and new suppressed firing sound. The firing sound is
derived from the Mosin Nagant sniper variant from CoD2. It may not be the newest sound, but it's certainly
a good one.

G4 Hybrid Rifle (new in 1.1):


==============================
Custom weapon by Mr.H0n$3L. Uses two new 5.56x45 NATO ammo types, reason being I didn't want it to be
identical in damage per shot to either the FY or SCAR. Tried to mount the grenade launcher on it, but it attached
to the gun sideways which looked silly. Due to not having under-barrel attachments, I adjusted its firepower to
compensate.

Ÿ78 Rate of fire set to 950 RPM, damage per shot set to 100 with FMJ and 170 with incendiary. The high
rate of fire and decent damage combine to give this weapon a very high degree of lethality.

Ÿ79 New firing sound.

Ÿ80 Can be found carried by some enemies, specifically NK SF riflemen.

AY-69 (new in 1.1):


==============================
Ported over from Crysis Warhead, this is a compact submachine gun with a 40 round magazine. It shares ammo
types with the SMG (MP8A2), and can be dual wielded. When used in this manner, it is not quite the same as it
was in Warhead. You can’t really fire both at the same time. I tried to port over Warhead’s manner of using dual
weapons (left button fires left gun, right button fires right gun), but was unsuccessful.

Ÿ81 Included two versions, one has dual-wield enabled and the other is locked to single wield.

FGL40 Auto Grenade Launcher (new in 1.1):


==============================
Also ported over from Crysis Warhead. Six shot capacity revolver style grenade launcher, capable of rapid fire
and using different grenade types. These include standard HE-FRAG, thermobaric, singularity anti-tank, and
nuclear. Suffice to say, the weapon is quite powerful.

The FGL40 has two alternate firemodes. The first will make the weapon use canister shot, effectively turning it
into a semiautomatic heavy shotgun. The second alternate firemode will make the weapon use smoke grenades
or flares, depending on whether or not flares are selected in the menu to the left.
This setup is a bit different from the under barrel grenade launcher used by the assault rifles. While the assault
rifles have different attachments for explosive grenades, flechette canister, and smoke, the FGL40 has different
firemodes for them instead. Creating new attachments for the FGL40 didn’t seem like a good idea because the
player’s inventory was already stretched to its limit (see the below section). I couldn’t use the GL attachments
for the FGL40 because then there would visibly be a grenade launcher attached to a grenade launcher, which
would be weird.

===
Possible engine limitation:
===

Somewhere in the game code is a limitation on the number of items the player can carry. Items include weapons
and their attachments. This limitation is the only thing stopping me from adding lots of weapons, each with
multiple ammo types and such.
I am literally at the limit of the number of items the player can carry, and compromises were necessary.

Ÿ82 The multicolored smoke has been removed from the campaign, as have flashlight attachments, in order
to free up inventory space for newer and more useful attachments.

Note that I have not removed the multicolored smoke from the mod. You can still play around with it in
the sandbox or custom maps. Any smoke pickups you’ve placed in custom maps from the first version of
the mod will still be there.

Ÿ83 Replaced all of the different (___) Normal Ammo attachments that do not have geometries with one
global normal ammo attachment used by multiple weapons. This was done to free up inventory space. Only
change you’ll notice will be that all default ammo types are labled “Standard Ammo” in the weapon
customization menu.

Ÿ84 Drastically increased the energy duration of NVGs so you don't have to watch two energy meters at
once, you can just turn them on. This was partly due to the flashlight removal and partly because night
vision in the normal game just plain did not last long enough.

Ÿ85 Inorder to prevent a critical bug caused by the item limitation, not all of the custom weapons are
available in the campaign at once. It's not ideal, but it's either this or start cutting more things out besides the
smoke.

-If you're curious, the bug causes you to be unable to pick up any ammo, unable to swap out weapons with
dropped ones, and causes items to disappear from your inventory. Put simply, it's game-breaking and can't be
allowed to happen.
===
The replacement packs:
===

Ÿ86 Located in the Tactical-Expansion/Extras folder are a series of ZZZ_().PAK files which will replace
certain weapons in the game when copied into the Tactical-Expansion/Game folder.

Ÿ87 The MP5SD and UMP-45 replace the vanilla SMG. The SIG P226 and FNP-45 replace the SOCOM.
There isn't enough space in the inventory to have the UMP-45's custom attachments and the 9MM ammo
types/SIG P226 attachments at the same time, so this is necessary.

Ÿ88 Specific details


on replacement pack files can be found in the documentation inside the Tactical-
Expansion/Extras folder.

Ÿ89 Only one replacement pack can be used at a time, as replacing the SMG with two different weapons
doesn't exactly work.

Ÿ90 Thereplacement packs also replace all ammo boxes for the old weapons with those for the new ones
when necessary. No sandbox work needed, since that would take forever and I’m not that mean.

Ÿ91 The M1911 is present in the campaign regardless of replacement packs used, so you always have a
powerful .45 sidearm ready. Picking up M1911s will give more .45 ammo than normal to compensate for all
the pistol ammo boxes giving you 9MM ammo when using the MP5+SIG P226 replacement packs.

===
Vehicle changes and a new addition:
===

Vehicle engine damage:


==============================
Ÿ92 Damaging/destroying vehicle engines has more of an effect on gameplay. When an engine is around
80% damaged it is disabled and the vehicle will be unable to move unless repaired. Upon taking additional
damage (90%), the engine will catch fire and destroy the vehicle after a short time.

Ÿ93 Certain weapons are adept at damaging engines. The M107 can stop an LTV or truck with single shot to
the engine. When using .50cal incendiary rounds the engine will be knocked out and set on fire as a result of
one round. The DSG-1 or M110 with AP-I ammo take two shots to stop an engine. The SCAR's SLAP
ammo can destroy the engines of light vehicles with multiple hits, and the Gauss Rifle can set a tank on fire
with one shot to the rear. Other weapons such as the LAW and M107 with MK211 AT ammo are also
capable heavy damage to tank engines, making flanking tanks and shooting them in the rear a rewarding
tactic.

Ÿ94 Note that APC engines are located on the front of the vehicle, not the back. This makes the APCs rather
prone to losing their engines under rocket fire.

US VTOL:
==============================
Ÿ95 Replaced the stock coaxial MG with a .50cal minigun.
Ÿ96 Added some weapon modifications.

Gauss: Replaces the missiles with dual internal gauss cannons. Two rounds loaded + ten in reserve. Basically a
flying gauss tank and deadly anything in front of it.

Ground Attack: This is one of those things that would be hilariously overpowered in a multiplayer game. Found
on the "tank" level.

Primary fire is three different weapons cycled with change firemode key:

Ÿ97 First weapon is the 20mm autocannon based on the M61A2 Vulcan, the same as the Ascension
variant of the VTOL.

Ÿ98 The second weapon is the heavy thermobaric missile. These are relatively slow moving missiles
that follow where you aim like the LAW's rockets. They have a *very* powerful 55 meter blast
radius, with a blast capable of flipping tanks. The blast also has the rather nasty effect of critically
damaging the engines of every vehicle within it's radius. Vehicles not destroyed outright succumb to
engine fires some time after the missile goes off. You carry six of them.

Ÿ99 The third weapon is the AIM-9X Sidewinder. The same as the ones from the ascension variant of
the VTOL, these are high velocity AA missiles that are perfect for disposing of air units. You carry
four of them.

Secondary fire is a rapid-fire rocket pod, with 80 rockets carried. For when you feel like doing rocket
strafing runs.

Ground Attack Gauss: Same as the above, but swaps out the rocket pod for the dual gauss cannons. Also found
on the "tank" level.

Ground Attack Nuke: Same as Ground Attack, but swaps the heavy thermobaric missiles for nuclear missiles
which are the same as the Tac Tank's nukes. Not placed in the campaign as this would be overpowered even by
my standards. Intended for sandbox lols.

Nuke Gauss: Same as above, but swaps out the rocket pods for dual gauss cannons again. Also intended for
sandbox lols.

Helicopter:
==============================
Ÿ100 Added a couple of weapon modifications.

Ground Attack:

Primary fire is two different weapons cycled with the change firemode key.

Ÿ101 First weapon is the normal 7.62mm coax.


Ÿ102 Second weapon is the AT-11 missile, same as on the NK tank with 8 missiles carried.
They follow where you aim like LAW rockets and one-shot NK tanks.

Secondary fire is the same rapid fire rocket pod described in the VTOL section.

Ground Attack Thermobaric: Same as above, but swaps out the AT-11s for the heavy thermobaric missiles used
by the VTOL. Six carried.

Both US and NK Tanks:


==============================
Ÿ103 Made the muzzle blast from firing the main gun much bigger, looks more realistic.

Ÿ104 Changed FP sound effect of the 7.62 coax guns to something a little louder.

Ÿ105 Changed sound effect of the Frag Coax optional weapon.

Ÿ106 Added .50cal minigun coax option.

Ÿ107 Made the explosion when a tank is destroyed more vigorous. The NK tank's turret will now fly
high into the air when the tank is destroyed.

APCs:
==============================
Ÿ108 Can now be damaged by .50cal fire. A single shot from the M107 won't do anything remotely
noticeable, but sustained fire from the .50cal minigun at 3000 RPM is another story.

LTVs:
==============================
Ÿ109 Made them quite a bit more resistant to gunfire, with the exception of .50 cal fire.
Ultra-Light Attack Helicopter (new in 1.1):
==============================
Ÿ110 A custom vehicle by Andrey_M from Crymod, this is a compact helicopter armed with an M2 .
50cal HMG and a small rocket pod. Pressing the change firemode key will cycle normal and DU ammo for
the Ma Deuce, giving the vehicle an impressive level of firepower. For when you want to blow more things
up, the rocket pod holds four rapid-fire rockets at a time with 16 in reserve. Avoiding enemy fire is a good
idea since the little helicopter can't really take much heat.

Ÿ111 It works well, but has some minor issues like having no engine sound. I haven't figured out how
to fix this.

===
General Changes:
===

-Reduced head shot impulses above pistol caliber.

-Nomad no longer bleeds while in armor mode.

-Nanosuit snipers now carry M107s and AA-12s instead of DSG-1s and SMGs. Due to this, nanosuit snipers are
considerably more dangerous than they used to be.

-Heavy SF Shotgun enemies carry AA-12s. Killing them quickly is advised.

-Some enemies carry M1911s instead of SOCOMs for a little variety.

-Slightly reduced damage of lower caliber weapons (pistols and SMGs) vs. the player.

===
Known Issues (Specific to 1.1):
===

Ÿ112 The sound of the some custom weapons sometimes cuts out. Specifically, the suppressed sounds
of the M1911 and SIG P226.

Ÿ113 The MOAR attachment does not properly freeze enemies, this was in 1.0 as well but I haven't
noticed it until now. This is probably related to the invulnerable sleeping Korean fix. (See 1.0 changelog)
===
Legal Stuff:
===

This mod was made by Kilroy357. I can be contacted at Crydev.net or ModDB.com with questions and
comments. If you are having issues with the mod, please do not hesitate to ask to help.

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