Rendroc's Command Mod v4.23 Dangerous AI v1.12 War Zone v1.13 Online Recon v1.02 DemonicMP v1.02 Advanced Squads for the Tactical Player Single Player and Multiplayer Mutators for Brothers In Arms http://mjc1975.googlepages.com/home http://www.moddb.com/mods/rendrocs-warzone -------------------- Description: The Command Mod adds more commands to provide more strategic options for defeating the enemy. Rendroc's Enhanced Squad Command Interface for Single Player has a New Command Ring, Smoke Grenades, Easier Targeting in Authentic Mode, Assault Cam, Peek Cam, Fall Back, Widen Formation, Man MG, Pick Up Panzerfaust, Assault Tank, Waypoints, Maneuver Under Cover, Enhanced Cover AI, and Order Grenades Dangerous AI adds movement ability to the enemy. They will now attempt to flank, manuever, and retreat. WarZone brings many more soldiers from both sides into the battle. Fighting is more chaotic and intense. DemonicMP lets you play against (and with!) the computer in Multiplayer. AI Players will fill empty slots in your created server and will work to achieve the objectives for their team just as a human player would. WarZoneMP adds up to 20 more AI-controlled soldiers to Multiplayer battles. Used with DemonicMP, you can enjoy epic Multiplayer battles never seen before in Brothers in Arms. WZGravity changes the physics slightly for projectiles and dead or dying bodies for a more realistic effect. BodyCount keeps dead bodies from vanishing. NoTracers eliminates tracer fire from rifles and submachine guns. The Online Recon Mutator will monitor for online games while you play Single Player games. If a multiplayer server opens up on the Internet, you will automatically be notified in-game. New Menu Options are added to make it quicker to join an online server. -------------------- Updates: v4.24: Fixed a problem with Multiplayer using CommandMod Added stunned and knocked-down effect for tank shells v4.23: Player flinches with hits and near misses with RealSights Fixed intros and scripts not working for some levels, such as intro to Eviction Notice and ending for Bloody Gulch in EiB v4.22: Improved Mantling v4.21: Added Mantling over Walls Fixed some DemonicMP bugs BodyCount disabled for Multiplayer games (sorry) v4.20: RealSights modifies machine guns as well Fixed CommandModHints Mutator (again) v4.19: RealSights Mutator added Getting hit while aiming/zoomed sights will force you to drop aim v4.18: CustomWeapons has more modifiers for Damage and Suppression Added BloodZoneMP for an incredible amount of soldiers in MP Added ExtendMPTime20_ and ExtendMPTimeInf to modify time for MP games Added NoLivesMP and MoreLivesMP to modify reinforcements in MP games Maneuver Under Cover will hold position without firing until ordered Fixed ending for Buying the Farm when using WarZone v4.17: CustomMutators fixed for MP, now works with Skirmish in EiB Fixed US Soldiers unable to use MP40 or STG44 with CustomLoadouts v4.16: Fixed Panzerfausts and Bazookas not using picked up weapons or firing properly v4.15: New CustomMutators.ini format Fixed Replenish Ammo from Teammates with NoHUD v4.14: Fixed broken sights when using NoHUD Soldiers stay silent when Maneuvering Under Cover Fixed US Soldiers calling German Halftracks their Allies v4.13: Fixed BodyCount to work on both Singleplayer and Multiplayer Fixed Baker's Colt 1911 in CustomLoadouts for EiB Fixed CustomMutators for EiB and RtH30 Fixed "InfiniteLoop" Bug for CheckVersion (removed version checker) v4.12: Added CustomLoadouts Mutator Added CustomMutators Mutator Added DeadlySquadsMP Mutator Added CommandModHints Mutator Fixed "Maneuver Under Cover" order AI Soldiers consider TNT more dangerous v4.11: Added CustomWeapons Mutator Added NoHUD Mutator Added CommandModBasic Mutator BodyCount works in Multiplayer games Possible fix for runaway loop bug Fixed some WarZone spawns in EiB: Close Quarters Added more German faces and voices to WarZone Modified WarZone US soldiers' health Internal programming optimizations v4.04: Germans more likely to return grenades Added pistol capabilities to AI Fixed Bazookas and Panzerfausts not dropped when in close range Gave pistols as backup weapons for some Bazookas and Panzerfausts Small Dialogue Tweaks New Shortcuts Added NoTracers Mutator v4.03: More GPF Fixes Small Dialogue Tweaks v4.02: Fixed General Protection Faults for CleanupDestroyed. See Below. Small Dialogue Tweaks. Baker calls Risner "George" Germans make better use of smoke grenades v4.01: Official DemonicMP Full Release Added WZGravity Mutator Added BodyCount Mutator Added more German combat dialogue Added limping/injured soldiers Added special camera for soldiers diving on grenades Added automatic update notifications v3.96: Delayed AI slightly at the very beginning of the match, to allow human teammate to grab maps, explosives, etc. WarZoneMP now adds mixed units (Assault/Fire) instead of all the same type Reduced some WarZoneMP battle chatter Fixed WarZoneMP respawning bug Improved some compatibility for CommandMod with multiplayer v3.95: Fixed WarZoneMP bugs that caused Demons to stand around Fixed WarZoneMP problems with promoting and calling reinforcements Added DemonicMPx mutator: humans will not have Demon teammate v3.94: WarZoneMP! Adds additional AI soldiers to the fight v3.93: Demonic MP major improvements to flanking v3.92: Demonic MP AI takes less direct routes, moves more urgently, less cautiously v3.91: Demonic MP AI is getting ready for release (Need Feedback!) v3.36: Demonic MP AI is more cautious DangerousAI fixed retreat code v3.35: Added German Smoke Mutator Improved DangerousAI flanking ability Demonic MP AI Improvements Demonic MP fix for 2-player games v3.34: Added Soundtrack Mutator (RtH30 only) v3.33: Vehicle team soldiers have regular infantry uniforms v3.32: Fixed DemonicMP which was broken in 3.31 v3.31: Added Bazooka Jo Mutator Added No Monologues Mutator (EiB only) Fixed Bazooka and Panzerfaust soldiers' grenade abilities Slightly improved DemonicMP AI Fixed some crashes with DemonicMP Fixed dialogue and scene problems with "Objective XYZ" and "No Better Spot to Die" (RtH30 maps) v3.30: Demonic MP Beta Slightly improved DangerousAI Fixed "Tom & Jerry" (RtH30 map) shooting during dialogue Altered WarZone soldier formations in combat Added Command abilities while in PeekCam Reduced WarZone soldier chatter WarZone soldiers less likely to steal cover from regular soldiers WarZone soldiers less likely to block tanks' movements Germans less likely to repeat cowardly phrases v3.13: Less persistent OnlineRecon messages v3.12: Fixed WarZone bug during training v3.11: Online Recon Mutator added v3.06: more Vehicle Team fixes v3.05: Vehicle Team Infantry are slightly more aggressive v3.04: Fixed soldiers disappearing after a US Tank is destroyed v3.03: Fixed some soldiers spawning inside buildings v3.02: Fixed Non-Firing Soldiers v3.01: Bug Fixes v3.00: Added WarZone Mod Updated Dangerous AI Difficulty v2.01: Added Dangerous AI Mod v2.00: Startup Shortcut to Preload the Mod Some New Dialogue and Tweaks Smoke Grenades ( Affects AI ) Order Grenades ( Explosive & Smoke ) Added New Combat Dialogue. These sounds were recorded but not implemented by the original developers. More Intense Grenade Battles Return & Dive on Grenades Checkpoint For Last Chapter in Authentic Mode v1.03: Fixed Tank Assault v1.02: More aggressive MG fire. Fixed some tank commands. v1.01: Fixed some MGs not mountable -------------------- Contents: 0. CommandMod: The Essential Brothers In Arms Experience 0.1 CommandModBasic 0.2 CommandModHints 1. Using Mutators 1.1 Installing 1.2 Playing 2. Dangerous AI 3. WarZone 3.1 WarZone Hints 3.2 Battle Zone 3.3 WarZone & Dangerous AI 3.4 Known WarZone Issues 3.5 Performance / Framerate Issues 4. Online Recon 4.1 Ubi.com Accounts 4.2 Usage 4.3 New Faster Menu Options 5. CommandMod Commands 5.1 New Command Ring 5.2 New Camera Modes 5.3 Waypoints / Waypoint Mode 5.4 New Commands Using Command Ring 5.5 Assault Tank 5.6 Mantle over walls 6. Multiplayer Mutators 6.1 How to Enable Mutators 6.2 DemonicMP 6.3 DemonicMPx 6.4 WarZoneMP 6.5 DeadlySquadsMP 6.6 Using Mods for Networked Games 6.7 Other Mods 7. Infantry Improvements 7.1 Intense Grenade Battles 7.2 New Combat Dialogue 7.3 New Combat Gestures 7.4 Pistols and Bazookas 7.5 Dive on Grenades 8. Smoke Grenades 9. Checkpoint for Last Chapter in Authentic Mode 10. Additional Mutators 10.1 Bazooka Jo 10.2 No Monologues 10.3 Soundtrack 10.4 German Smoke 10.5 WZGravity 10.6 BodyCount 10.7 NoTracers 10.8 Custom Your Brothers In Arms 10.8.1 CustomWeapons 10.8.2 CustomLoadouts 10.8.3 CustomMutators 10.9 NoHud 10.10 RealSights 11. Crashes -------------------- 0. CommandMod: The Essential Brothers In Arms Experience Some of the new AI improvements, combat dialogue, and other additions to BiA mentioned in this ReadMe are embedded in the CommandMod along with the advanced commands. For example, you will hear Baker call Risner "George" in Road to Hill 30, and certain soldiers will refuse you in an amusing way if you order them to assault a tank without enough weaponry. 0.1 CommandModBasic If you choose not to use the CommandMod because of you find the new commands confusing or not useful, it is highly recommended that you at least use CommandModBasic instead when playing Single Player. CommandModBasic doesn't have most of the advanced commands of the original CommandMod, but will still allow you to experience all of the other modifications that make BiA more complete. Most of the commands listed in section 5.3 and 5.4 below will not be available with CommandModBasic, and you will not be able to use or order smoke grenades. However, you will still be able to order your team to throw frag grenades, pickup weapons, assault tanks, and man MGs. NOTE: Do note use both CommandMod and CommandModBasic simultaneously; just choose one. 0.2 CommandModHints This enables the CommandMod with additional hints for you to learn the advanced commands. Each advanced order you issue will display a message indicating what your squad is doing. -------------------- 1. Using Mutators in Single Player: 1.1 Installing: --------------- Use the Installer to install all CommandMod files to your base BrothersInArms directory. Do not select the "System" directory, as you might with some other mods. 1.2 Playing: ------------ There are two ways to use this Mod. The first is to launch BiA with the installed Shortcut. The Mod will be pre-loaded for the first map. You can play any game (including Skirmish Mode, see below), but if you quit to return to the Main Menu, the Mutator will no longer be active. You can reactivate it by restarting the game using the shortcut, or by following the instructions below. The other way is to start BiA, and from the Main Menu, select "Story", then "Chapters". Click "Mutators" (at the bottom), then select "CommandMod", click "Add" and then "Back" (at the bottom), then choose which map/chapter you want to play. When you return to the Main Menu, the Mod is not active anymore and you will have to repeat this step to activate it again. 1.3 Skirmish ------------ Skirmish in Earned in Blood does not normally have Mutator support. However, you can get around this by using the new WarZone Shortcuts in your Windows Start menu. It's best to use the "CustomMutators" Shortcut. The Mods will be pre-loaded for the first map. You can play any game (including Skirmish Mode), but if you quit to return to the Main Menu, the Mutators will no longer be active. For Skirmish, you can reactivate it only by quitting and restarting the game using the shortcut. See "10.8.3 CustomMutators" below for how to set up which mutators you want to use with Skirmish. WarZoneMP will work with Skirmish but may have unexpected results. Please email me with your experience (good or bad) and suggestions, if you have them. See "6.4 WarZoneMP" below for more. -------------------- 2. Dangerous AI: This is a separate Mutator that is included in this installation. Activate it in the Mutators menu as above. It cannot be preloaded. The Germans will attempt to flank and avoid being flanked, and will sometimes even assault you and your squads. NOTE: Previously with Dangerous AI, Germans were automatically given smoke. This is no longer valid; you must use the GermanSmoke mutator separately. -------------------- 3. War Zone: Reinforcements from 1st Platoon, Fox Company 502 PIR (known as "Big Jack's Mob") have arrived. They were split up for a special extraction mission and the rest were reassigned to supporting operations by 3rd Platoon (that's Red & Baker's). They won't be under your direct command, but they are no less determined to see the success of the mission. 3.1 War Zone Hints: ------------------- Big Jack's Mob are extremely aggressive, perhaps crossing the line from courageous into stupidity. However, their strength and tenacity are unmatched. They will attempt to maneuver and flank on their own. Some will follow you and your men, others will stay slightly ahead. If the Mob see you order your men to target an enemy unit, they will decrease their movement to provide supporting fire. If you order an assault, they will whole-heartedly participate. The Mob will try to allow your own men the best cover area, but things can get crowded. Try ordering your men to areas that have lots of cover options and, if possible, a safe distance behind so as to give the Mob a chance to advance on their own. 3.2 Battle Zone: ---------------- If the Level/Map/Chapter is simply too crowded for the number of enemies and allies, try the included "Battle Zone" mod that introduces less soldiers into play. Road to Hill 30 Maps are usually better suited for Battle Zone. The wide open spaces commonly seen in EiB allow more freedom of movement by the additional soldiers of the War Zone. 3.3 War Zone & Dangerous AI: ---------------------------- Enabling War Zone without Dangerous AI will keep one out of three German Units mostly stationary. Enabling both Mutators will give equal mobility to all German Units. 3.4 Known War Zone Issues: -------------------------- In Cinematic Pauses before, after, and sometimes during the missions, other characters not controlled by the player (eg. Mac, Baker, Cassidy) will be entering and exiting the scene. Sometimes, their path will be blocked by the extra soldiers, and at other times, they will block the paths of the extra soldiers. Sometimes, you may see soldiers simply disappear or appear out of nowhere instead of executing their usual entrance or exit routine. These problems should not disrupt the flow of gameplay. At other times, there may be important characters missing entirely, or the entire game may pause waiting for an event that is not possible for some reason. In these cases, try reloading from the last Checkpoint, or try making it to the next Checkpoint and load again from there. If you can take the time, please email me ( mjc1975 [at] gmail [dot] com ) and I might be able to fix it for a future release. WarZone will have no effect with the RtH30 Map, "Rendezvous With Destiny". 3.5 Performance / Frame Rate Issues: ------------------------------------ Older video cards may have issues with all of the additional soldiers in play. You may need to adjust your video settings to compensate. ---------------------------- 4. Online Recon: While playing Single Player, you will be notified when Multiplayer Servers appear online. 4.1 Ubi.com Account: -------------------- The Mutator uses your saved Username and Password from the last time you logged in online for multiplayer. If you have not created an account, or did not click on "Remember Password", you must go to the normal Multiplayer menu and login with "Remember Password" checked. 4.2 Usage: ---------- Just play single player after you activate the Mutator as instructed above. When a non-empty server is online, that does not require a password to join, a message will appear that is similar to what you would see in the multiplayer game browser. 4.3 New Faster Menu Options: ---------------------------- Now you can access the Multiplayer Online Game browser directly from the Single Player menu. You don't have to leave your game, which means you can join servers as soon as they appear, and if for some reason the server is no longer available, you can return to your Single Player game without interruption. ---------------------------- 5. Command Mod Commands: Since some additional buttons combinations will be used for issuing orders, you may have to change your key setup so that you can press the necessary buttons simulaneously. Also, you may already be used to pressing certain keys to Cancel the Command Ring. However, the only recommended method for cancelling the Command Ring with this mod is the "Use" key. Command Ring Button (Tap for Waypoint): Release Command Button (Or Tap Again for Waypoint) = Move Press Use = Cancel Command or Waypoint Mode Press Switch Weapon = Alternate No Target Mode If Panzerfaust / MG in Ring = Move, Pickup / Man MG Press Melee = Move, Maneuver Under Cover Press Fire (No Target) = Move, Widen Formation Press Jump = Advance Press Fire (Target) = Assault Double Click Fire (Target) = Assault w/ Assault Cam Press Grenade = Throw Grenade Press and Hold Grenade = Throw Smoke Grenade Press and Hold Grenade = Throw Smoke Grenade Hold Fall Out = Fall Back Hold Fall Out + Press Fire = Widen Formation Hold Crouch = Peek Cam (More on these commands can be found below) 5.1 New Command Ring: --------------------- The Command Ring is now projected onto the surface of whatever object you are looking at, rather than the ground. This should make it easier to see where you are ordering: now, you designate the cover you want them to use, rather than the ground in front of it. Alternate Command Mode: By pressing "Switch Weapon" while the command ring is visible, the ring will switch to an alternate mode that will not target enemies. Use this if your Target Icon keeps popping up when you want to issue a Move Order. The Alternate Command Ring has a different color. Targetting with No Suppression Icons: This mod will make it easier to target enemies from behind cover with suppression icons turned off. Enhanced AI Cover Selection: The AI will try to stick to cover a little more, and has improved capabilities for searching for better cover and firing locations. 5.2 New Camera Modes: --------------------- New Camera Mode: Peek Cam Hold "Crouch" for a few seconds while behind cover, and you will get an "Over the Helmet" view of your Sergeant. This is so you can watch all of the action in safety without missing any of the excitement of battle. UPDATE: now you can also issue orders to your squads from this mode New Camera Mode: Assault Cam When ordering an Assault, Double Click on the enemy (instead of single click) and you will be able to view the Assault up close and personal. Make sure you have cover when initiating this (your Sergeant will duck while the Assault Cam is active). New Camera Mode: Dive on Grenade When a soldier dives on a grenade (see 7.5 below), a special camera view will frame the action. If you want to turn this special camera on or off, open up your User.ini file found in C:\Documents and Settings\\Gearbox Software\\\User.ini To turn off special (dive) cameras, change to: bDontDoSpecialCam=True To turn on special (dive) cameras, change to: bDontDoSpecialCam=False Please note that future releases of WarZone/CommandMod may have other special cameras besides the dive on grenade soldiers. These camera events will all be controlled by the same User.ini setting as above. 5.3 Waypoints / Waypoint Mode: ------------------------------ Tap the Command button (do not hold it) and you will enter Waypoint Mode. The Command Ring will stay visible while you tap the command button for each location you want the team to pass through. You can also create waypoints using any combination including Alternate Command Mode, Maneuver Under Cover, or Pickup Panzerfaust. Waypoint Mode ends when you order to Man an MG, Widen Formation, Target an Enemy, or Assault, or when you press the "Use" button. Fall Back: Hold "Fall Out" until the order is given. Your team will fall back to its previous position. Widen Formation: Press "Fire" while holding "Fall Out". Your team will widen its search for suitable cover and vantage locations ,possibly splitting up. Fall Out: Members fall out in place, dismounting any MGs and disregarding any ordered Panzerfausts pickups, and tighten their formation to standard. 5.4 New Commands Using Command Ring: ------------------------------------ Mount MG: Issue a Move Order at an MG42 or M1919 (a new icon should appear) and one of your members will mount it. Pick Up Panzerfaust: Issue a Move Order at a box of Panzerfausts or one that is lying on the ground and one of your members will pick it up. You can also "Waypoint" a pickup; the team will pickup up the Panzerfaust before moving on to the next waypoint. Maneuver Under Cover: Press "Melee" while the Command Ring is shown, and the team will move in the crouched position and hold their fire. They will continue to hold their fire until you issue another order (such as "Fire" or "Fall Out"), or someone from the squad is shot. This tactic may increase your chances of surprising and flanking the enemy. Move and Widen Formation: Press "Fire" while the Command Ring is shown, and the team will move to the ordered destination and widen its formation as described above. Advance: Press "Jump" while the Command Ring is shown, and your team will advance beyond the ordered location. Use this if you want to order your team to an area beyond an obstruction, or to occupy a building. Throw Grenade / Throw Smoke Grenade: Press "Grenade" while the Command Ring is shown, and your team will try to throw a grenade at the spot or enemy you designate. Press and Hold "Grenade" to have them throw a Smoke Grenade instead. 5.5 Assault Tank: ----------------- Your Assault Team now has the capability to Assault Tanks. They must have a strategic advantage or they will refuse the order. At minimum, you need two soldiers still alive with at least one grenade, and either the tank must already be seriously damaged or the team must have a Panzerfaust. If the assault fails, the team will attempt to flee to their previous location. 5.6 Mantle Over Walls ----------------------- When you enable CommandMod, CommandModHints, CommandModBasic, or RealSights, you will also gain the ability to mantle over low walls. To mantle over a low wall or hedge, move up squarely against it and while still moving forwards, press jump. You should see an animation for a climbing motion. If your climb was unsuccessful, you will get a peek view of the other side and will be forced to back down. You may not be prevented from leaving the map or from exploiting areas that were originally deemed unobtainable by the developers. Attempting to mantle over high walls or through impassable terrain or obstacles could adversely affect gameplay. 5.7 Nearby Bullets and Player Hits ---------------------------------- When using CommandMod or RealSights, you will "Zoom Out" from iron sights or scoped view when you are hit. This should enhance the impact of a bullet wound. Also, when a bullet passes closeby, your view will jump slightly as a reaction to the near-death experience. ----------------- 6. Multiplayer Mutators 6.1 How to Enable Mutators: --------------------------- As with single-player mutators, multiplayer mutators must be enabled manually. When you are creating the match, at the menu where you choose the number of players and map to play, you will need to click on the "Mutators" text which is at the bottom left of the screen. Then you may select which mutators you want enabled for your server. 6.2 DemonicMP: -------------- DemonicMP creates AI-controlled Demon players to fill empty slots not occupied by human players, once all human players have chosen their teams. The AI Players will attempt to complete the objectives for their team just as a human player would. They will pick up explosives, codebooks, and maps; arm and defuse bombs; attack, defend, escort, intercept, and flank. They should work properly on any multiplayer map that was created using the standard Gearbox Victory Conditions. The Demons also have their own squads which behave similarly to human-controlled squads. Some minor issues still exist with the Demons, including sometimes getting stuck at walls and trees, pacing back and forth over a small area, taking overly circuitous routes to objectives, and failing to complete objectives when they are quite close. 6.3 DemonicMPx: --------------- This variation of DemonicMP only fills slots on teams without humans. In other words, no human player will have a Demon teammate. This will obviously only affect 4-player servers. 6.4 WarZoneMP: -------------- This mutator will add up to 20 additional AI-controlled soldiers to the map. They have the same abilities as the non-player squads of DemonicMP. Since there is no player controlling them (Human or Demon) it is not possible to order them; also, they cannot pick up items, or arm or disarm explosives. You can use WarZoneMP with or without the other multiplayer mutators. DemonicMP is not required. Make sure you are enabling "WarZoneMP" and not the "WarZone" mutator for multiplayer games. "WarZone" is for single player only at this time. 6.5 DeadlySquadsMP ----------------------------------- The squads in multiplayer BiA normally have terrible aim. This mutator gives both US and German squad soldiers the same accuracy as in the single player game. This will not affect the Demonic MP players. 6.6 Using Mods for Networked Games: ----------------------------------- I haven't been able to test this myself, but it may be necessary for people who want to play on your server to download these mods on their own computer for them to play. They will probably be able to connect, but the game may behave strangely for them if they don't have these mods installed. Then again, it might work brilliantly, or it might not. Please let me know what you find :) 6.7 Other Mods: --------------- Most of the single player mods included with Rendroc's Mods will have no effect when used in a multiplayer match; some may even cause problems. The one exception that I know of is CommandMod, which has most of the single player functionality implemented in multiplayer, although it has not been tested extensively. Please report any incompatibilities that you may discover :) ------------------ 7. Infantry Improvements 7.1 Intense Grenade Battles: ---------------------------- The Grenade settings have been fixed. Neither the US Troops nor the Germans are shy about throwing explosives around. Also, they are more likely to pick up a grenade and throw it back at you than ever before. Close Range battles will be extremely dangerous for both sides, even if they are behind cover. Remember to Suppress and Flank. If you order an Assault and your team is in a good position, they will now throw a grenade at the enemy before they rush in. 7.2 New Combat Dialogue: ------------------------ Gearbox had the charactor actors record a bit more than is actually implemented in the game. I tried to use as much of this as possible to create a richer gaming experience. If you play this game a lot, you will notice a few new phrases during combat. These are: Post Melee trash talk, Enemy Movement, In Position, Falling In, Retreat, Adjusting Position, Horror, Suppressing Enemy, Allied Tank Killed, See Allied Tank, Close Explosion, Distant Artillery, and more of the "Colorful Dialogue" unique to each character. Incidentally, the Germans also speak some of these phrases (in their own language, of course). I tweaked the frequency of some of the phrases and tried to prevent the same person from talking over and over, which can happen in the unmodded version. 7.3 New Combat Gestures: ------------------------ A few more gestures used by the Team Leaders were also implemented. These are: Get Down, Cease Fire, Fall In, and Point Out Enemy. 7.4 Pistols and Bazookas: ------------------------- The unmodded version of Brothers in Arms was not designed for AI soldiers to carry pistols, so if they did carry them, their animations and shooting frequency did not function well. Most of the mutators will fix this problem. All Armored Division soldiers with either a bazooka or panzerfaust as their primary weapon will also carry a sidearm. You may find them to be quite devastating at close range! Also, the Bazooka was not implemented for AI soldiers in the unmodded game. They would often blow themselves up. This mod will make them much less suicidal. If you are modding or mapping, and you want to make use of these weapons for the Infantry in your game, simply make sure that the ControllerClass is set to class'mjcCommandMod.mjcMind'. For custom maps, you will set this in the ControllerClass. Or, just make sure that anyone playing your map uses the CommandMod and this will be fixed automatically, just as with the regular stock maps. 7.5 Dive On Grenades: --------------------- When a grenade comes in range of more than one soldier, and when there is no other option, there is no hope of escape or opportunity to toss it to a safe distance, some highly trained soldiers will dive on the grenade to save their comrades' lives. ----------------- 8. Smoke Grenades: When you enable CommandMod, Smoke Grenades are part of your standard equipment, depending on the chapter. Press and Hold the "Grenade" key to throw a Smoke Grenade instead of the usual Explosive variety. The number of grenades you have left appear next to the normal grenade counter. All AI Bots (US and German, Infantry, Tanks, and AT Guns) will fire erratically into the smoke to try to hit their opponents. A lucky shot here and there will still hit. Also, Suppression will be more difficult since your team will not be able to focus your fire as well as when they have perfect visibility. Your Fire Teams will be issued Smoke Grenades as well. Press and Hold "Grenade" while ordering to have them throw smoke into the designated location. ----------------- 9. Checkpoint for Last Chapter in Authentic Mode: I enjoy a challenge as much as most of you, but the last chapter in the game has a long and emotional cinematic in the middle. Watching it too many times can lessen its impact, so I have enabled only the one Checkpoint immediately afterwards. If you disagree with this, you don't have to "Reload from Checkpoint" if you don't want to! ------------------ 10. Additional Mutators 10.1 Bazooka Jo Pfc Johanningmeier ("Jo") isn't the brightest soldier and lost most of his hearing after the jump. The only reason he's still on the front lines is because he can haul a bazooka and who knows how many shells clear across Normandy without missing a step. Stay clear of his line of fire, but don't let him get too far ahead of you or he'll get himself into trouble. 10.2 No Monologues (for EiB only) The dialogues between Hartsock and Marshall before each mission were well done and add a great deal of depth to the story when experienced in the context of the the entire game. However, sometimes you'd like to play just a chapter or two without having to listen to them. Use this mutator to skip through them and get right to the action. 10.3 Soundtrack (for RtH30 only) Gearbox commissioned a composer (Stephen Harwood Jr.) to create a well-received soundtrack for Road to Hill 30. However, Gearbox chose not to feature the music in-game, claiming that it would take away from the sense of reality by making it more cinematic. Casual players will therefore hear very little of the score. I feel that some BiA fans may wish to experience the game and story with the soundtrack at least once. This mutator will play those tracks during the missions that they were written for by the composer. For missions that did not have a track written specifically for it, I have re-used some original tracks in a manner that should fit the mood and action for each story and mission. I hope you enjoy it. 10.4 German Smoke Germans have the ability to use smoke grenades tactically against you. The likelihood of smoke usage will increase with their skill level (ie. in the later missions of the game) NOTE: Previously with Dangerous AI, Germans were automatically given smoke. This is no longer valid; you must use the GermanSmoke mutator separately. 10.5 WZGravity This mutator slightly changes the gravity and physics for the level to give a more realistic effect. Grenades and dead or dying bodies will no longer "float" through the air, but instead will drop much more quickly. Shooting enemies will cause them to slump down and forward, rather than be blown backwards. You will have to learn to adjust to the new trajectories for grenades and panzerfausts. 10.6 BodyCount Enabling this mutator will keep dead bodies from disappearing after a short time. Older computers may experience a decrease in performance. This is for single player only at this time. 10.7 NoTracers As many WWII enthusiasts point out, tracer ammo was only used with certain weapons under certain conditions. Enabling this mutator removes the tracer fire for rifles and submachine guns, and the STG44. Only machine guns and assault rifles (BAR, FG42) will have tracer fire. 10.8 Customize your Brothers in Arms The Custom mutators allow you to customize your BiA game using a Custom .ini file, which you can edit using Notepad. When you enable these Mutators, the game will be adjusted according to the values you specify in the file. These Custom .ini files are found in your C:\Program Files\Ubisoft\Gearbox Software\Brothers In Arms[EiB]\System directory. If you'd like to restore the default values, just clear or delete the file and copy Custom Default.ini (also installed) into the Custom .ini You should always make a backup copy after editing the file, since your changes could get corrupted and will be deleted whenever you update WarZone. 10.8.1 CustomWeapons CustomWeapons allows you to affect all weapons in the game. The file to edit is CustomWeapons.ini Currently, only certain weapon characteristics are available to edit. These are: Damage, Accuracy, Sway, Kickback, and Zoom With Iron Sights Please email me if you'd like to see other weapon parameters to customize. Feel free to change any values that you like, but make sure that if the value is less than 1, that you have a leading zero: (0.4 not just .4) 10.8.2 CustomLoadouts CustomLoadouts allows you to change the inventories of you and your squad. You can customize your squads for each map individually, and even equip them with German weapons. The file to edit is CustomLoadouts.ini 10.8.3 CustomMutators CustomMutators allows you to load all of your favorite mutators using only one list, so you don't have to choose them every time you load BiA. The file to edit is CustomMutators.ini When you activate this mutator, all of the mutators listed in the .ini file will be loaded automatically for you. This saves you the time of clicking on each Mutator individually in the mutators menu if you have many favorites that you use every time. There are separate lists for Multiplayer and Single Player (MP and SP). You can just turn them on or off in the CustomMutators.ini file, and then load them all by enabling only CustomMutators in the mutators menu when you actually play. 10.9 NoHud For a less "video-game" feeling of immersion, use NoHUD to disable many onscreen indicators. No character names, no team icons, no portraits when soldiers get hit or die, no ammo counter (except clip counter and grenades), no compass, no objective arrow, no health or posture, no hints, no objective messages, and no explosive timers. A small icon in the bottom left will indicate which team you are currently ordering. It doesn't change the Situational Awareness view, though, so you can still check your squad's health and view any other information as you normally would. 10.10 RealSights This mutator invokes a much more accurate simulation of what it's like to look down iron sights and scopes of real world weapons. Most FPS games have the weapon linked statically to your view, sometimes (as in BiA) adding "sway" that moves your vision and the weapon together around randomly. With the RealSights mutator, as in real life, your focus or view does not sway or change. Rather, the weapon is what sways, due to involuntary muscle contractions, breathing, heartrate, and so on. For iron sights, you will get a sense of how to shoot based on what is called "sight picture". Both the rear sights and forward sights should be aligned for the best accuracy. You will also get a feel for the weight of each weapon, especially heavier weapons like the BAR and Panzerfaust. Scoped weapons will also vary in a more realistic fashion. The accuracy of each weapon has been significantly increased to a more realistic amount. However, a very small amount of inaccuracy still exists to maintain balance in the game. Also, some of the weapons' sights were off-center or pitched slightly up or down in the stock game, making it even more difficult to aim. These have been fixed. Panzerfausts and Bazookas have had their sights calibrated for targets at about 100 yards with the WZGravity Mutator. In the unmodded version of BiA, you often had to aim Panzerfausts way above long distance targets when in zoomed mode. With RealSights you should be able to use the iron sights as they were used in real life. ------------------- 11. Crashes If your game crashes with a message about any of these Mutators, please copy the entire text and send it to me at mjc1975 [at] gmail [dot] com, and I will try my best to fix it. Some things to look out for are General Protection Faults regarding something about Object::CleanupDestroyed, and runaway loops in mjcVersion.CheckVersion. ------------------- Thanks to Gearbox for providing the SDK and creating a wonderful game, and to Botman and the other Gearbox Forum members for keeping the BiA Mod Forum alive. Permissions -------------- See included CommandMod_EULA.txt Please ask me first if you wish to utilize any of my code for your own use. CommandMod by Rendroc 07/24/08 Email me any questions or feedback: mjc1975 [at] gmail [dot] com