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Active Features

There are a lot of active features.
Some of them can be toggled in the mod settings, toggling includes either on/off toggles or toggling between different types the said feature is to be used.

While passive features deal with things like small details or authenticity aspects of some asset active features are more about game-play enhancements and experiences.


Bolt Action Cycling Effects

A system that handles the “bolting” action of a bolt action rifle.

Can be toggled between off, manual and auto in the mod settings.
These are named maybe a bit misleading.

  • Off

    Means that there is no manual bolting, the soldier will cycle the action automatically after you've fired a shot

  • Manual

    Means that in order to cycle the action you need to release and re-press the firing button

  • Auto (button release)

    Means that that after firing the action won't be cycled until you release the firing button


Molotov Cocktail

Molotov Cocktail was developed as a incendiary Anti-Tank weapon developed early on during the Winter War.
With bravery and a careful aim it is an effective weapon against enemy tanks.

Tanks are vulnerable for a molotov on two positions, the engine grill on top of the rear of the hull and if the tank has a large vent going directly into the engine compartment that is another one.
Otherwise hitting the tank with it does nothing to it, anyone riding on it might get burned alive.

Not all tanks are vulnerable to the moltov, is neither of the above mentioned openings exist then the molotov does nothing to it.

Same goes for other vehicles, cars/half-tracks are made vulnerable on the engine area as well, the “kill hit” is at the radiator grill. Not realistic perhaps but more of a game-play feature.
And of course back of a truck is a dangerous place to be sitting in when molotov is thrown there..

For the AI, it is impossible to instruct it to target and hit these specific positions on the model so whenever an AI hits a tank with one there is a random chance that it scores a “kill hit”.

TODO: add pics



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Magazine Cross/Re-Pack

Pockets filled with partially depleted magazines?

With this you can sit down to repack your magazines. And not only that, you can also repack your empty magazines full again if you're carrying a magazine/magazines or an ammo pack/ammo packs with same caliber ammo as the ones fitting into your magazines.

So, you will for example re-fill your Mosin clips if you're carrying a maxim ammo box.

All this is automatic so you can not choose what to cross/re-pack from where.

Cross pack only works if the caliber can be derived from the ammo class name. So ammo from from vanilla or other mods may or may not work.
Also the type of cartridge is obviously not taken into account so for example rimmed and non-rimmed are treated the same.

TODO: add gif



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Static Weapon Reloading From Ammo Boxes

Static weapon magazines can be reloaded from ammo boxes that are placed near the weapon and/or the one(s) in the gunners inventory.

Reloading happens in form of a hold action.
You select the action you want, press and hold space bar until action is finished and the weapon has new magazine in it.
Empty magazine is discarded, partially depleted magazine is re-usable.

The action shows where you will be reloading from so you have some control over it.

This applies also for ammo boxes placed in the editor, or by Zeus.
Both in the editor and in Zeus interface you will see blue arrows going to and fro from the box to the nearest static weapon(s) that can access the ammo box.

TODO: add gifs



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Portable Crew Served Weapon Systems

Portable crew served weapon systems work in similar fashion as in other mods/vanilla game, as in you need to have all weapon parts available to assemble one.

But we have designed this a bit differently:

  • Assembly/disassembly happens via a hold action
  • Two weapon parts, one soldier
    Weapon parts can be carried by one soldier instead of needing two. The parts are available for the launcher slot and as a backpack.
    In this case the soldier also has access to the assemble action without having to drop one part on the ground first.
  • Because of this when you disassemble a weapon you can select in which form to pick up the resulting weapon parts: launcher or backpack.

Fast Deploy

The Maxim heavy machinegun can be used without it's tripod/base.
You can carry the gun part as you would carry any weapon and deploy it on a surface the vanilla game weapon deploy system allows for, and then use it as a “improvised static weapon”.
For you to be able to fire the weapon you also have to have a ammo box for it in your inventory.

You obviously can not go Ramboing around hip-firing a Maxim. The weapon is unusable unless you deploy it.

You can of course assemble it on the ground if either you carry the tripod/base part as well or one is laying on the ground.

TODO: add pics'n'gifs



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active_features.1640520094.txt.gz · Last modified: by north_admin