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PostPosted: Sat Mar 29, 2014 4:22 pm 
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Master Blaster wrote:
That line of thought also makes me wish paratroopers could have different models and weapons...

This should be possible in 0.95. Soldier groups have been implemented, and instance creator instance_key can be used to refer to soldier group name.


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PostPosted: Sat Mar 29, 2014 4:45 pm 
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Excellent. :D I suppose I can use the soldier groups for other things as well. What would they be used for in vanilla?


Last edited by The Soldier on Sat Mar 29, 2014 4:45 pm, edited 1 time in total.

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PostPosted: Sat Mar 29, 2014 4:45 pm 
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Think of this, THeSoldier. With Subfactions you can have the Americans and British be on the same faction for joint operations.

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PostPosted: Sat Mar 29, 2014 4:47 pm 
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I'd imagine for vanilla they'd be used for "boss" fights, or so.

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PostPosted: Sat Mar 29, 2014 5:21 pm 
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I dont think like my opinion matters here, but I think in vanilla it would be used to differ paratroopers and infantry. Maybe also marines on island maps(would be cool)


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PostPosted: Sat Mar 29, 2014 5:38 pm 
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bwc153 wrote:
Think of this, THeSoldier. With Subfactions you can have the Americans and British be on the same faction for joint operations.

Eh, not so fond of that idea to permanently combine the Brits and Americans. Maybe as another "faction" the American and Brits will be together. I still want to spawn as the British, you now. ;)


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PostPosted: Sat Mar 29, 2014 6:27 pm 
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bwc153 wrote:
I'd imagine for vanilla they'd be used for "boss" fights, or so.

Yeah, I'd call them "minibosses" or just higher rank officers. They always have a vest/rare vest, rare weapon, high RP to increase chances of using calls, and always have valuables in backpack. They have lower spawn score to make them not too common.

The generic paratrooper drops should be configured to drop at least one medic always, eventually.

Soldier groups also allows us to spawn different looking guys, or weaponless, related to the prison break objective, but it most likely will be configured only a bit later.

The actual finale boss fights are planned to be implemented as separate factions technically, though obviously representing the same enemies already found in the campaign.


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PostPosted: Fri Jul 11, 2014 3:40 am 
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Updated the mod for 0.97.

http://www.mediafire.com/download/vhknb ... RWH_97.zip
(updated, re-download if you got the Dem Zombies! mod)


Last edited by The Soldier on Fri Jul 11, 2014 1:52 pm, edited 1 time in total.

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PostPosted: Fri Jul 11, 2014 6:22 am 
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The Soldier wrote:


All 3 updated links lead to Dem Zombies! mode.


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PostPosted: Fri Jul 11, 2014 1:51 pm 
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Hm, sorry about that! Fixed.

http://www.mediafire.com/download/vhknb ... RWH_97.zip


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