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features [2022/11/26 16:15] – [Fast Deploy] north_adminfeatures [2026/03/11 14:07] (current) – [Avtomat] north_admin
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 If you stand too close and too directly behind the launcher tube when it is fired you will die. If you stand too close and too directly behind the launcher tube when it is fired you will die.
 If you're lucky and happen to be outside the "kill zone" you will be knocked out and damaged. If you're lucky and happen to be outside the "kill zone" you will be knocked out and damaged.
 +{{::backblast1.gif}}\\
 +
  
 You can shield yourself by positioning yourself so that there is a solid object object between you and the blast. But make sure your head is not peeking over the object or it will get mangled.. You may still get knocked out if the cover isn't enough to fully protect you. You can shield yourself by positioning yourself so that there is a solid object object between you and the blast. But make sure your head is not peeking over the object or it will get mangled.. You may still get knocked out if the cover isn't enough to fully protect you.
 Elevation protects you only if there is ground between you and the blast, or if you're in high enough position to be above the "damage/kill zone." Elevation protects you only if there is ground between you and the blast, or if you're in high enough position to be above the "damage/kill zone."
 +{{::backblast2.gif}}
 +{{::backblast3.gif}}
 +{{::backblast4.gif}}
 +
  
 If the launcher is fired inside a solid structure it becomes more lethal, the smaller the room the more lethal it is. If you fire a launcher inside a too small of a room you will damage yourself, small enough room and you will die. Same goes for anyone occupying the same room. If the launcher is fired inside a solid structure it becomes more lethal, the smaller the room the more lethal it is. If you fire a launcher inside a too small of a room you will damage yourself, small enough room and you will die. Same goes for anyone occupying the same room.
 This is of course simplified so it doesn't take into account possible open windows or anything, the room volume. This is of course simplified so it doesn't take into account possible open windows or anything, the room volume.
- +{{::backblast5.gif}} 
-<WRAP todo>TODOadd some images to illustrate these</WRAP>+{{::backblast6.gif}}
 \\ \\
 <fs:x-small>[[passive_features|Back to top]]</fs> <fs:x-small>[[passive_features|Back to top]]</fs>
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   ** **Manual**   ** **Manual**
   .. You have to drop the launcher manually via the action menu   .. You have to drop the launcher manually via the action menu
-<WRAP todo>TODO: add gif(s)</WRAP>+
 \\ \\
 <fs:x-small>[[passive_features|Back to top]]</fs> <fs:x-small>[[passive_features|Back to top]]</fs>
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 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". 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".
-<WRAP todo>TODO: add pics</WRAP> 
  
 ==== Sokaisupullo ==== ==== Sokaisupullo ====
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 Has pretty much the same properties as the molotov does but in addition provides a thick smoke screen like a smoke grenade would. Has pretty much the same properties as the molotov does but in addition provides a thick smoke screen like a smoke grenade would.
  
-<WRAP todo>TODOadd pics</WRAP>+Difference between the two, first is molotov and second is the blinding bottle: 
 +{{::molotov.gif}}{{::sokaisupullo.gif}}
 \\ \\
 <fs:x-small>[[active_features|Back to top]]</fs> <fs:x-small>[[active_features|Back to top]]</fs>
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 ===== Magazine Cross/Re-Pack ===== ===== Magazine Cross/Re-Pack =====
 Pockets filled with partially depleted magazines? Pockets filled with partially depleted magazines?
 +{{:mag_crosspack.png?640}}
  
 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. 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.
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 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. 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. Also the type of cartridge is obviously not taken into account so for example rimmed and non-rimmed are treated the same.
- +{{:mag_crosspack.gif}}
-<WRAP todo>TODOadd gif</WRAP>+
 \\ \\
 <fs:x-small>[[active_features|Back to top]]</fs> <fs:x-small>[[active_features|Back to top]]</fs>
 \\ \\
 ----------------------------------------------------------- -----------------------------------------------------------
-===== Static Weapon Reloading From Ammo Boxes ===== +===== Static Weapon Reloading ===== 
-Static weapon magazines can be reloaded from ammo boxes that are placed near the weapon and/or the one(s) in the gunners inventory.+Static weapon magazines can be reloaded from ammo boxes that are placed near enough from the weapon and/or the one(s) in the gunners inventory.
  
 Reloading happens in form of a hold action. Reloading happens in form of a hold action.
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 The action shows where you will be reloading from so you have some control over it. The action shows where you will be reloading from so you have some control over it.
 +{{::static_reload_box.png?640}}
 +
 +You can also reload the magazine while outside the weapon if you're carrying a suitable magazine.
 +{{::static_reload_inv.png?640}}
  
 This applies also for ammo boxes placed in the editor, or by Zeus. 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. 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.
-<WRAP todo>TODOadd gifs</WRAP>+The ammobox must contain suitable magazines for the given weapon for this to function properly. 
 +{{::static_reload_box.gif}}
 \\ \\
 <fs:x-small>[[active_features|Back to top]]</fs> <fs:x-small>[[active_features|Back to top]]</fs>
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 But we have designed this a bit differently: But we have designed this a bit differently:
   * Assembly/disassembly happens via a hold action   * 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. +  * **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.\\ Even though carying both parts you have the option to assemble the base only.\\ Because of this when you disassemble a weapon you can select in which form to pick up the resulting weapon parts: launcher or backpack. 
-  * Because of this when you disassemble a weapon you can select in which form to pick up the resulting weapon parts: launcher or backpack.  +  * Assembly can be done by carrying one part and pointing a corresponding non-assembled second part on the ground 
-<WRAP todo>TODO: add gifs</WRAP>+  * Assembly can be done by carrying gun part and pointing a corresponding assembled base part on the ground 
 + 
 \\ \\
 <fs:x-small>[[active_features|Back to top]]</fs> <fs:x-small>[[active_features|Back to top]]</fs>
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 ------------------------------------------------------- -------------------------------------------------------
 ===== Miscellaneous ===== ===== Miscellaneous =====
-There are some weapons that are special: the Norwegian Krag bolt action rifle and the Soviet Fedorov Avtomat.+There are some weapons that are special: the Norwegian Krag Jørgensen bolt action rifle and the Soviet Fedorov Avtomat.
 Both feature reloading characteristics that differ from the other weapons. Both feature reloading characteristics that differ from the other weapons.
 \\ \\
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 This is also simulated in the Avtomat available in the mod: This is also simulated in the Avtomat available in the mod:
   * Using regular magazine reload (default key ''R'') reloads the magazine to full 25 round capacity with 5 round clips.\\ This can be interrupted by pressing the firing key/button or the "aim down sights" key/button.   * Using regular magazine reload (default key ''R'') reloads the magazine to full 25 round capacity with 5 round clips.\\ This can be interrupted by pressing the firing key/button or the "aim down sights" key/button.
-  * Using ''ALT'' ''R'' (or whatever your reload key/button is) reloads a single 5 round clip+  * Using ''ALT + R'' (or whatever your reload key/button is) reloads a single 5 round clip
 \\ \\
 <fs:x-small>[[active_features|Back to top]]</fs> <fs:x-small>[[active_features|Back to top]]</fs>
features.1669479305.txt.gz · Last modified: by north_admin