1. I doubt it. P2 has all of kits but I think HU beats it. Compare the .kil files(used in MP for loadouts) of each. Opens in Notepad. 2. Serpentine Dream Theory has a .kil file called Serp_no_restrictions.kil. Compare it to HU .kil files. 3.I know I'm sounding like a broken record, compare the .kil files. 4. I have not seen a mod that increases the resolution. Cheers Mate.
Scrolling through the kits in the platoon setup screen. From what I understand this is programming the right arrow key to replace all the clicks to make a kit selection. I'm a complete noob when it comes to programming or assigning macros to the KB so any explanation you give may fly over my head. :-)
Clear and Present Danger2 The only downside are missions 18 and 19 are maps that the vegetation can be seen through by the AI. P2 A Cold Day in Hell is definitely top notch. 9MS Operaation Blue Glow Huge number of missions, The M missions are difficult and the HC (Hardcore) are extremely difficult. So many mods that I have not tried and I have played GR for a long time.
I can't remember exactly but Apex may have omitted names for OPFOR just so kills would not show in chat. I think he did some other tweaks to make it harder for the player to tell if enemies were killed or not when he had shot at them.
That is the jist of it but the name can be anything and not limited to NPC. I think the problem only occurs with friendly AI units as OPFOR by default will not show names when scrolled over on the command map. I checked a few OPFOR .atr's and none I checked had names. I guess this is not a problem as when notified in the chat on killing a opfor this has never caused a issue. In the vanilla game the opfor are named in .atr's and that name appears in the chat when they are killed. For example in the vanilla game I would get a message in the chat that I killed a Georgian Rebel or a Russian.
I think Apex knows about this. NPC actors have not been given a name in their .atr file. When the mouse rolls over them on the command map this causes the CTD because there is nothing for the engine to display on the CM. If the NPC's were given a name in this line of the .atr: <ActorName></ActorName> there would be no CTD. NPCs include pilots, hostages, peace keepers and friendly AI soldiers. When the mouse passes over a ghost there is not a CTD because all ghost actors have been given a name in their .atr file.
If you have Photoshop and the .rsb plugin you can do a levels or brightness and contrast adjustment to nvnoise.rsb and then save it to HU/ Textures folder. If you don't have PS you can delete nvnoise.rsb from the HU/ Textures folder and the game will use the original version located in Origmiss/Textures folder.
I'd say HU doesn't have flashbangs but I'm not positive about that. I think Apex has considered it so it is possible it will be in the next version of HU. Burner made a flashbang mod specific to Navy Seals so you might do something similar with HU. Thread about Burners Flashbang mod: http://www.ghostrecon.net/forums/index.php?/topic/60691-flashbangs-in-ghost-recon-original/ Burner's Flashbang Mod dependent on Navy Seals http://www.ghostrecon.net/files2/index.php?act=view&id=1420
If they are labeled as SD ignore the fact that they are "loud". I looked at the effects.xml for HU and the "rolloff" is correct for the SD weapons. Generally loud weapons have a rolloff of 400 which is in meters. The SD weapons should have a rolloff of 25 which is the case for HU. Theoretically SD weapons are not audible beyond 25 meters.