green beret mod

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green beret mod

Post by guest » Mon Mar 12, 2007 10:31 am

I'm making a green beret mod for the ghost recon demo.
I've ran into some problems:
the medic's function
the communications sergeants function

If anyone has any ideas on what to put in, it would be greatly appreciated to have a little push in the right direction.

Thx a lot.

p.s. This mod might not be out for some time. Even then, it would not be complete, just to avoid copyright probs.

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Post by Monoman » Tue Mar 13, 2007 9:25 pm

Ghost Recon doesn't have anyway to heal players so the medic wouldn't work. Same goes with the comm. guy, you could give the him sensors.
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Guest

Post by Guest » Fri Mar 16, 2007 4:45 pm

So I might as well make the medic a rilfeman without the more useful items(gls, extra ammo, frags; but not excluding the sidearms (pistol and knife)

guest

Post by guest » Wed Apr 04, 2007 4:42 pm

also, who do i give the sniper rifles to?

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Post by Monoman » Thu Apr 05, 2007 1:04 am

You don't have to give them to anyone. You can leave snipers out completely if you want.
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Guest

Post by Guest » Mon Apr 09, 2007 4:17 pm

Well, that leaves one weak team. Thx for the help.

Khal945 aka neo-aceplayer

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Post by Monoman » Mon Apr 09, 2007 4:27 pm

You could turn the snipers into another support class.
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Post by Guest » Tue Apr 10, 2007 3:22 pm

By the way, did you know that you can change change the class name of any character (get a sniper listed as a rifleman)

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Post by Monoman » Tue Apr 10, 2007 6:07 pm

Yea, if you look at some of the total conversion mods, you will see that they have different class names and sometimes more than 4 classes.
Kansas....Like Paris Hilton: White, Flat, and Easy to Enter. -- Conan O'Brien

Masturbation is like procrastination, they're both great until you realize your screwing yourself.

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