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Ghost Recon: Heroes Unleashed


ApexMods
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Many times WinRAR works but years ago a team mate unpacked the P2.7Z with WinRAR and it was a total mess.
He d/l'ed and used 7Z and made it right.

I D/L'ed version 9 yesterday and and it appears to have unpacked OK with 7Z when I took V9 for a spin.

I used the "Main Server".

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used winrar. no issues what so ever. 

Anyway i'd like to write a review for HU after i complete the campaign and sink some hours into black ops mode. So far I'm blown away at not only the gameplay improvements but how well done this mod is. 

A couple issues ive encountered so far:

1) suppressed weapons, now i don't usually play with them nor do i know all their noise reducing specs. but i thought they were almost too quiet. I lost a team because i couldn't hear the other team engaging enemies. it was between a fairly small distance but i heard nothing. 

2) Defend mode. maybe this was re scripted, but ive noticed waves of enemies standing out in the open not attacking the smoke. huddled up and facing the wrong direction too.

 but to end with a positive note random enemy locations is 100% pure brilliance. 

 

 

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19 hours ago, TJbrena said:

Wait, so which add-on approximates Level III or IV armor? I'd rather not run around with some dinky IIIA soft armor.

The HU - Heavy Armor Addon. I checked the cmbtmodl.xml from that addon and it seems to change:

Light Armor: Level I to Level II
Medium Armor: Level IIa (I think) to Level III
Heavy Armor: Level IIIa to Level IV

Edited by Jose21crisis
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1 hour ago, shakealeg1212 said:

used winrar. no issues what so ever. 

Anyway i'd like to write a review for HU after i complete the campaign and sink some hours into black ops mode. So far I'm blown away at not only the gameplay improvements but how well done this mod is. 

A couple issues ive encountered so far:

1) suppressed weapons, now i don't usually play with them nor do i know all their noise reducing specs. but i thought they were almost too quiet. I lost a team because i couldn't hear the other team engaging enemies. it was between a fairly small distance but i heard nothing. 

2) Defend mode. maybe this was re scripted, but ive noticed waves of enemies standing out in the open not attacking the smoke. huddled up and facing the wrong direction too.

 but to end with a positive note random enemy locations is 100% pure brilliance. 

Thanks for the nice words, Shake! :)

As I've outlined before, the AI's detection range for player shots is directly correlated to the "rolloff" value for the used weapon  in the game's sound database XML, which at the same time controls the human-audible properties of that sound. Sadly, the game does not differentiate between the AI hearing a sound and localizing its origin, so whenever you fire your weapon within "rolloff" range of an NPC, they will not only notice the shot, but know exactly where it came from. To avoid potential frustration resulting from this game engine shortcoming, I opted to set the rolloff values to the lower end of the acceptable range, which in turn has the sound of suppressed weapons drop off over relatively short distances.

The game issues the "Assault Force" AI plan to NPC teams with a time delay to create "waves" of attackers, meaning all NPC teams not yet triggered with that plan actually don't have one at all, until it's their turn to attack. With the randomization of player and enemy positions in GRHU, you may occasionally be able to see some of those non-triggered teams casually hanging out. They will react to "stimuli" like being attacked, however.

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Thank you, kothen! Glad you like it.

For a future release, I'd love to include extra add-on mods that allow enabling all the different units in single player, but this will require creating new textures and models for over 1,680 additional individual characters (each with default, desert, and jungle varieties, so it's really 5,040), and there's still a lot of work to be done. For the moment, at least there's add-on mods that give your standard team members access to other units' weapon selection in single player (unlockable specialists already have an extended choice available that contains weapons from other units).

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I like how you managed to include MP06 - Castle into the main campaign. Also, friendly AI seems a bit faster than what I remember. But......you (literally) killed my CQB tactic of double tapping torso, then triple tapping the head of the targets with the 330 RPM single shot rate of fire, I'm forced to full auto my way through CQB, which is a good way, but I'm not used to it. I though the CheyTac M200 was an Anti Material Rifle, guess I was wrong. Finally.....how the new stats work compared to the old 8 points system from the base game? 225 points is like 6 on base or something?

Edit: Not enough russians equipped with SMGs. No 9A-91 or Bizons. No Ethiopians with SA25s or Colombians with Z84s. Why SMGs are neglected?

Edited by Jose21crisis
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Thanks ApexMods for you answers to my questions! =D

 

I gotta say, no lie: I have DOOM (2016), Fallout 4 with all DLC, Project Cars, COD BO3, R6: Siege, FIFA 17, all installed and ready on my PC....

 

...and all I can play and think of is GR + HU.

 

It's just AWESOME!

Edited by LeBaron
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Define "easy". :)

The equipment setup is not completely trivial, and even the included add-on mods to switch SP kits break e.g. some multiplayer restrictions (marked as "incompatible" in the menu). But if you have a look at those add-ons and the way equipment selection works in HU, I think you can work out how to create your own add-on mod to customize available kits, and that's what I'd suggest, rather than deleting or editing stuff in HU.

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I must confess, I've never played GR online in anyway, not even Coop mode.  Been 100% single player for all 12 years of GR.  With the new HUb9 I'd like to start playing online or doing Coop missions with all you crazy GR nuts. 

I know nothing about servers and hosting for this game and it seems most of us are all in different time zones, but It'd be awesome if we could all have a reoccurring GR session.  

 

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