Having Adams and Lugo stealthily kill enemies will make them revert to their normal guns as well. Adams and Lugo can use different weapons normally, but replacing Adams's shotgun may cause some glitches in door-breaching sequences. When he reaches the first encounter with the Marauders, he will switch back to his usual M4A1 and M9. Giving different guns to Walker will only affect him in Chapter 1's intro. DummyWeapon3 makes the screen appear black if put in a level.) Aside from the MilkorMGL, I do not think they work when given to anyone.) (These weapons are used by turrets or in special sequences. The Knife is a strange exception: allies and enemies will shoot invisible bullets with it instead of charging you, and they will not drop it when killed.) Most of them just determine the fire rate for the individual weapon. (These weapons are exclusively used by allied and enemy AI. This also applies to enemies and Adams/Lugo.) Their names and ammo counts will appear if given to Walker, but the models and icons will not show up. (I can't get these to load in singleplayer. (These weapons will load no matter what level you are in.) This includes guns that are exclusive to multiplayer or are not normally accessible. Here are all of the file names for Spec Ops: The Line's weapons. You can pick up an AA-12 and use it against them, too! There we go! If you did everything right, you'll be facing down Marauders with automatic shotguns. The game will be able to read your modded file and give those enemies the new guns. Paste it into the Config folder and replace the original DefaultPawn.ini file. In case you have to back up your save files for Spec Ops: The Line, by default. When you're done, the file should look something like this. Andrade Cien Almas w/ Entrance Graphics
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