NARF'S MODS
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INFORMATION
This is some miscellaneous information on some things about the mod I feel are important to know, such as bugs and other things.

Revolvers
The revolvers reload like a shotgun would in the game. You have to insert a shell one by one into the chambers of the gun.

The OICW
The OICW has two parts to the weapon, a machine gun and a grenade launcher. They are meant to be played together and not separate. The Grenade Launcher in not available in multiplayer. And yes this is a prototype weapon but if you think this game is based in the future (a few years).

Grenades
The grenades all have a different blast radius and can do different things. I have made the grenades with actual data found on that particular grenade.

A single operative can only carry a single type of a grenade at one time. If you chose two different types of grenades the game will double the first one you choose. Here is a list of grenades not to mix:

Grenade list 1 (do not carry these at the same time on a single operative!)
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M61
SFG 87
F1
URG 86
V-40 Mini

Grenade list 2 (do not carry these at the same time on a single operative!)
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Flashbang
MK3A2 Concussion Grenade

You can, however, carry a grenade from list 1 with a grenade from list 2. Just don�t carry a grenade from list 1 and another grenade from list 1 on the same operative. Well, you get the point.

This bug is unfixable and has to do with the simulation names of the grenades. There is no way around this bug.

Smoke Grenades
You can carry smoke grenades with any of the other grenades. The smoke grenades in single player do not affect the terrorists in anyway.

Breaching Charges
You can carry two different breaching charges at the same time.

Shaped Charges
The shaped charge is stronger than a regular breaching charge and will take down even steel doors. Use this with caution and don�t get too close. This is a Directional explosive.

C2 Explosive
The C2 is weaker than a breaching charge and it isn�t a directional explosive. It will blow the locks off of most doors and allow the door to open. This will not blow the door completely into pieces. A single C2 charge will not open steel doors. The C2 is nice to use around hostages but don�t get too close to it because it can still hurt you.

Mines
Some are remote detonated and others are proximity type mines. You can not carry two of the motion sensor (proximity) mines together with the same operative. The reasons are the same as the grenades listed above.

List of mines not to carry together on the same operative
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M18 Claymore (motion)
M86 PDM
Bouncing Betty

You can carry more than one of the remote detonated mines on a single operative.

Bouncing Betty Anti-personnel Mine
The Bouncing Betty actually bounces into the air to your face and then explodes! This is a neat little toy for you and a nasty surprise for your enemy.

Satchel Charge
A big explosion on this one! This is used for blowing up building and other demolitions but also works good for clearing a room of terrorists. Make sure you are far away from this one when it blows!

M18 Claymore
This is a directional mine! Place this mine while facing your back to the enemy. Anyone in front of this mine is going to be an unhappy camper. The mine is marked with a �Front Toward Enemy� on the front. This is where the danger zone is.
You have two choices with this mine. A proximity type mine (motion) or a mine with a clacker (remote firing device).

M86 PDM
The idea for this mine was taken from NATO 3. The picture was also from NATO 3 (see credits). It is a proximity mine that is not directional.

Reticules
I didn�t make any new reticules because I don�t like new reticules :-). This will also help with the mod being compatible with other mods. But I don�t suggest playing this mod with other weapon mods because you might have some trouble. But hey you can give it a try.

Other Notes
I have replaced the smoke with a darker smoke and the sounds of some explosions are different. I have changed these for the better.

Some other bugs that may occur:

* Shotgun Lag: Some MP Hosts may find that shotguns result in unacceptable lag due to the large number of pellets. Please consider using kit restrictions if this becomes an issue.

* MP Clients can't kill: There appears to be a hard limit on how many ammo types can be used in a MP game. Exceeding this limit causes the Client's ammunition to be ineffective. Hosts should consider limiting the number of clients if this becomes an issue.

* Mislabeled Ammo in MP: When observing through another player in MP, ammo types may appear to be inappropriate for the weapon shown.

* Enabling Multiple MODs in UO: Urban Operations appears to have a hard limit to the number of new sounds used and referenced in the soundvol.txt file. If you install two or more mods which each add new sounds, you may exceed this hard limit. As a result, Urban Operations will crash to desktop when you attempt to enable the multiple mods.
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