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DeCENTralized COMmand: A CENTCOM/Heroes Unleashed Addon


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Version: Beta v6.0
Download: https://drive.google.com/open?id=1Jveu58B067vtcqYZblU5jg5tXu5YrrEA

Beta v2.0 -> Beta v2.1 Patch: https://drive.google.com/open?id=1ED39hqRRdJElQUGX18D5mMabZCbErXCH

Just put the patch files into the "DeCENT" folder.

Heroes Unleashed

CENTCOM (GR.net downloads version)

CENTCOM Fully Patched (for convenience)

Spoiler

 

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So in my last few posts, I've been teasing a new mod project I've been working on. It's a CENTCOM/Heroes Unleashed addon that is a spiritual successor to Violence of Action. Since I used a lot of assets from HU and the mod size started increasing significantly, I decided to go back and make something that is requires HU since I see a lot of people have it. The overall file size should be a lot smaller (the dev version is at 452 MB as of this post). Overall, you can expect a lot of features from VoA to return and be updated. I still have a lot I want to do with it before I release something, but please let me know what you'd like to see.

 

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Beta v6.0 released. Includes new missions including one that should scratch that old school R6 itch. Attached is the briefing for that mission. WARNO a01 - Moonlit Banshee.pdf

Version: Beta v6.0 Download: https://drive.google.com/open?id=1Jveu58B067vtcqYZblU5jg5tXu5YrrEA Beta v2.0 -> Beta v2.1 Patch: https://drive.google.com/open?id=1ED39hqRRdJElQUGX18D5mMabZCbErX

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I like the smaller mod size Jack. Friends and I play allot of co-op so we lean towards missions. I'm not much at making original missions but I have converted allot of Migryder, 9MS and Alpha Squad missions to work with what we have activated, mostly P2 for several months. For character skins, anything you do would work for me.

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Sounds good then. I'll probably update the SP Ghosts to have maybe a Ghost/Delta kit selection so there's more to pick from. The JSOC specialists will end up having something completely custom (make use of most of the new weapons that'll be introduced, also try to minimize the weapons used that have major hand placement issues that all the Blood Oil models suffer from).

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I'm a madman.

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Basically a 9-round burst grenade launcher except the grenades are OGR's best attempt at flashbangs. Here's how I did it:

  • Made the HU P226 invisible to use as weapon model
  • Made a separate projectile file for the multiflash. Set explosion visual to normal frag because lag, also gave it an initial velocity of 20 (m/s I believe) to simulate throwing it
  • Gave it a silent firing sound that is actually in the effects file (had some audio glitches before I did this)

Will cause issues if you switch guns before you fired all 9 shots. Useful in SP for getting into the room and having more time to observe, but far riskier than the standard flashbangs due to how much more the enemies move. In a COOP setting, shooting it, then rushing in with the team while the rest are fired should result in the assault team having more time to engage hostiles before the last flashbang goes off and the enemies start shooting again (have around 2 seconds with standard flash, 9 bang will provide around 5 seconds).

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  • 4 weeks later...

Working on the JSOC kits. Here is what I have for available weapons right now, may adjust some once I see how some of the numbers work out for the various classes.

Spoiler

 

Main Rifles

  • M4A1 MRE Eotech
  • Mk18 Mod 0 Eotech
  • HK416 10"
  • HK416 14"
  • HK417 12"
  • G36C
  • G36K

SMGs/PDWs

  • MP7A1 (available as both primary and secondary)
  • MP5A5 Eotech
  • MP5SD6 Eotech
  • MP5/10

Machine Guns

  • M249 Para Elcan
  • M240E6 Elcan
  • Mk43 Mod 1 Elcan
  • Mk46 Mod 0 Eotech
  • Mk48 Mod 0 Para Aimpoint
  • Mk48 Mod 0 Acog

Sniper/Marksman Rifles

  • AW Covert
  • AWSM .338 Lapua Magnum
  • M24 SWS
  • Mk12 Mod 0 SPR
  • M110
  • SR-25M
  • MSG-90
  • HK417 16"
  • HK417 20"
  • M82A1
  • M107
  • TAC 50
  • M200

Stand Alone Grenade Launchers

  • HK69
  • M32 MGL

Rockets and Missile Launchers

  • M3 MAAWS
  • Javelin
  • M136 AT4
  • M72 LAW

Handguns

  • Glock 17
  • Glock 19
  • HK45
  • USP Tactical
  • P226
  • P228

Shotguns

  • M590 Breaching

Throwables and Items

  • M67 Fragmentation
  • M68 Impact Fragmentation
  • M84 Stun
  • 9-Bang Stun
  • M112 Demolition Blocks
  • M22 Binoculars
  • Breaching Charges

 

If you have any suggestions, let me know. From what I can tell, the current setup doesn't necessarily cover all of the fan-favorites, but should allow you to cover just about any role you want to.

Edited by Jack Wachter
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@Sicario168not sure about complete, but I know what I want done before I release something. Maybe a few weeks? Really going to come down to how much time I got in to work on it.

@SKIPI don’t really want to give these guys the SCAR series since these models and the SCARs in particular are horrible with the hand placement, plus they won’t add anything new in terms of weapon types. With that said, I could do a one-off character for specific things like that

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hey.. bros..  i m new here.. so i don't know where to put mod requests.. that's why.  sorry for the trouble.. 😅

 

i wanted to know if .. someone can create a GR1 Mod..  of.. Thermal vision.. or optic cable..  (for doors like splinter cell)

 

thank you..

 

u make great Mods.. bros.👍

Edited by ak98
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Could've searched through the forums and see if it's already been asked. Also, not going to happen with the way the engine is coded.

In other progress, I'm experimenting with some weapon retexturing to make things feel a bit more authentic. I don't plan on doing this with every weapon, just trying to make it so that NOT everything is black.

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very nice jack ! love to see some weapons with dark earth scheme, the old M4 armoury mod is the closest authentic two tone camo made for GR which tan spray black that use by many ODA,SFG members in early 2002, just too bad it's low model or maybe need a reskin too.

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  • 4 weeks later...
On 11/09/2019 at 08:29, Jack Wachter said:

Could've searched through the forums and see if it's already been asked. Also, not going to happen with the way the engine is coded.

In other progress, I'm experimenting with some weapon retexturing to make things feel a bit more authentic. I don't plan on doing this with every weapon, just trying to make it so that NOT everything is black.

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ok bro..  i am new here 😅 .. so i went to the thread which was most active.

1 more request..

is there a mod..  for A.I..

 

so that.. they dont run for cover .. when put on hold.

 

i know it was available in earlier patches.

 

but it doesn't roll back..  to prev. version

sorry for the trouble

 

btw i tried your mod bro...  awesome work 👍

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  • 1 month later...
  • 2 weeks later...

Beta v2.0 is in the works and will be including an expansion on the CQB training missions. There will be 3 modes for CQB training:

  • CQB 1: OPFOR firing blanks (they can't hurt you)
  • CQB 2: OPFOR with normal weapons
  • CQB 3: OPFOR and noncombatant mix, I figured out a way to have the mission end when all OPFOR are dead (I use a recurring check of how many actors are alive vs number of players and noncombatants alive)

Additionally, I have a mission I've been working on. It's that agent rescue in heavy fog idea I had. I'll likely continue to make tweaks to it after its initial release, but here's a preview of the objectives (and a redesign of the JSOC Task Force). Should be pretty hard (it stresses stealth and speed) and a different style from what most are used to. I throw in noncombatants to make target discrimination matter and some other things that I don't want to spoil. Let's just say Modern Warfare, except I'm not interested in pulling my punches.

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