- Special Weapons
Rainbow Six 3: Raven Shield Arsenal for Doom
The name comes from "Special Weapons and Tactics," or SWAT.
Special Weapons is a WIP weapons pack and difficulty mod currently boasting an arsenal of 53 real-world guns used by special operations teams around the world. These weapons are taken directly from Rainbow Six 3: Raven Shield; their performance is inspired by the statistics given by the game and by research on the individual weapons.
Current Features:
• 53 Pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles, and Light Machineguns
• Zombies use the same weapons you do
• Weapon firing mode selection
• Smoothly graded firing inaccuracy for sustained firing and movement
• Ammo types shared among weapons chambered for the same round
• Weapon limiting system with special "Unload/Discard" keybind
• Loadout settings under Gameplay Options
Planned Features:
• Frag grenades, flashbangs, smoke grenades, and CS gas [Partially finished]
• Suppressors, attachable scopes, gas masks, miscellaneous gear
• Armor replacements (kevlar, plates, helmets, etc.) [Partially finished]
Tentative Future Goals:
• Addition of single-shot M72 Law rocket launcher
• Magazine-based ammo system
• Discarded magazines, bullet casings, general visual improvements
=== Change Log 01-24-17===
• Made weapon zooming faster
• Simplified skill definitions
• Re-balanced monster health
• Re-balanced armor stats
=== Change Log 01-18-17===
• Added ability to cook grenades by holding fire
• Added a zombie variant for every weapon in the mod
• Gave zombies slightly longer aim times to compensate for increased difficulty
=== Change Log 01-16-17===
• Added frag grenades and smoke grenades (slot 8)
• Rebalanced armor damage absorption and damage type resistance
• Replaced damage type "Bullet" with types "SmallCal" and "LargeCal"
• It takes longer to switch weapons now; pistols draw the fastest, LMGs the slowest
• Close-quarters combat (CQC) is more effective now; a viable option against a lone zombie (or player)
=== Change Log 01-11-17===
• Increased players' starting ammunition
• Zombie riflemen now drop SMGs and 5.56 assault rifles with equal likelihood
• Shotgun guys are no longer able to drop the USAS-12
• Chaingun guys now drop LMGs and 7.62 assault rifles with equal likelihood
• Stats for micro SMGs modified to better reflect performance without foregrip
• Modified damage output of MAC-11 and Micro-Uzi
=== Change Log 01-06-17===
• Weapon reload time is now directly proportioned to audio duration
• Alternative loadout rules are now accessible under Gameplay Options (Default, Far Cry 2, and Weight-based)
• Added "Rise of the Longdead" gamemode to skill selection screen
• Made micro SMGs use slot 2 (CZ-61, MAC-11, Micro-Uzi)
• Camera rolling and limping are all tied directly to footsteps now
• Sprinting is now always at approximate classic Doom pace
• Miscellaneous tweaks
=== Change Log 12-25-16===
• Fixed a bug causing excessive camera rolling
• Made "cl_MoveTilt" toggle footstep camera rolling effects
=== Change Log 12-24-16===
• Added pistol zombies; credits to JoeyTD for the fantastic sprites!
• Wrote a lot of ACS concerning camera roll, limping, etc.
• Player will slowly regenerate health at or above 75 health
• Player will slowly bleed to death at less than 75 health
• Added sprint button; be sure to Customize Controls!
=== Change Log 12-21-16===
• Added bullet puff effects (dust, debris)
• Player now limps and has less camera stability the lower his health is
• Began work on smoke grenade effects (try "summon SmokeGenerator" in the console)
• Lots of number tweaking; weapon damages are randomized much more than before
• Zombiemen can now fire their weapons in full automatic.
• Integrated my own modification of movetilt.acs (original script by Nash) including things like camera rotation on death, etc.
• Integrated RealAim
=== Change Log 12-13-16===
• All ammunition is now more scarce but found as larger sums
• Armor bonus replaced with scattered ammunition
• 3 New armor replacements; effective against bullets, not against much else
• New custom mugshot with balaclava and goggles
• Added blockers to some monsters' death states to prevent shotgun penetration
• Shotguns buffed and 12 gauge max ammo reduced
• Rewrote weapon damage and weapon range calculations
=== Change Log 12-10-16===
• Rebalanced skill levels
• Made sniper rifles deal +50 damage while zoomed
• Rebalanced max ammo and ammo drops
• Added separate sprites for the DE .357 and DE .50
• Added sprites for 5.56. 5.45, and 7.62mm ammo
=== Change Log 12-09-16===
• Slowed player movement slightly; reduced JumpZ to 6
• Weapon stats tweaked slightly
• Weapon DECORATE refactored to use constants
=== Change Log 12-07-16===
• Weapon pickups now always have full magazines in them
• Increased effect of movement on weapon accuracy
• Added weapon slot entries to MAPINFO
=== Change Log 12-06-16 ===
• Changed weapon slots: 1-CQC, 2-Pistol, 3-Shotgun, 4-SMG, 5-AR, 6-Sniper, 7-LMG
• The SR-2 Veresk now uses its own ammo pool
• Renamed several weapons
• Added Primary & Secondary weapon settings to Gameplay Options
• Added zooming - bind a "Weapon Zoom" key!
• Added progressive firing inaccuracy
=== Change Log 12-05-16 ===
• Added firing mode selection (currently only semi- and full-auto available)
=== Change Log 12-04-16 ===
• Added weapon limiting system.
Spoiler: The Special Weapons ArsenalI strongly recommend using a HUD like Good Ol' Hud
This mod is no longer compatible with qtilt, movetilt, or RealAim, as two of these are now directly integrated into the mod. Adding extra camera scripts will either simply not work, or it will break everything. You have been warned.
Download r6w.pk3 [~31.5 MB]
Feel free to discuss the accuracy of my weapon presentation on this thread if you think you can improve the realism of the mod; I only ask that you respect me as the author and final decision maker in all aspects of development. All feedback welcome.