G h o s t R e c o n Version History 1.0 + Pretty much this whole FAQ Table of Contents 1. Introduction 2. Unlocking specialists/missions 3. Editing character and vehicle files 4. Editing the weapons packages for each character 5. Editing gun, projectile, and item files. 6. (Appendix A): Gun/Projectile file name list 7. (Appendix B): Kit files 8. Extroduction Section 1: Introduction Greetings and welcome to my guide. In the following chapters, I'll walk you through the processes of unlocking all the specialists and missions in Ghost Recon, how to edit the attributes of every character, changing the names and appearances of the heroes, editing the weapons packages of each character, and changing various aspects of weaponry to make it more or less deadly. Near the end of the FAQ, I will also mention some of the changes I've particularly enjoyed and a walkthrough on how to perform them. My goal is to provide information and examples that will aid you in your knowledge and encourage you to experiment on your own. I enjoy the modifications I've made in my game, but the fact that they're customized for my own personal use makes it particularly fun. One of the reasons I chose to write this guide for Ghost Recon is not that it was that easy to hack. It kind of is, but that's not the point. The point is that even with the modifications I've made to my game, if you don't know what you're doing you WILL get hammered. With the cheat codes that are availible for this game, you can make your whole team invincible. To me, this destroys alot of the fun of the game. If you feel the same way about editing the weapons and such, then feel free not to. It's all for fun anyways. Section 2: Unlocking Specialists and Missions If you're just beginning the game and just feel like messing around in a few quick skirmishes, it might be fun to have all the specialists and maps unlocked so you can explore freely, find sniping positions, and get used to weapons. Take care to note that in a campaign, you would only be able to use the specialists that you've unlocked in that campaign. This is a fairly easy hack to perform. Unlocking Specialists: 1. Go to your base directory (where your executable file is), IE: C:\Games\Ghost Recon\ 2. Open the file unlocked_heroes.xml 3. Click on your view drop-down menu and click source 4. Now, you can pick and choose which heroes you'd like to activate. Cut and paste from the following list: will_jacobs.atr henry_ramirez.atr nigel_tunney.atr jack_stone.atr guram_osadze.atr susan_grey.atr klaus_henkel.atr buzz_gordon.atr astra_galinksy.atr dieter_munz.atr lindy_cohen.atr scott_ibrahim.atr For instance, if you wanted to activate, oh, Jack Stone, that sniping badass he is, you would enter (between the and ) jack_stone.atr Of course, if you wanted to just unlock all of them, cut and paste my entire list. I say cut and paste and not just re-enter cause a couple of the names are rotten for spelling, and one missed letter won't activate the character. Unlocking missions is easy enough to do as well: 1. Go to your base directory (where your executable file is), IE: C:\Games\Ghost Recon\ 2. Open the file unlocked_missions.xml 3. Click on your view drop-down menu and click source 4. Now it's time to choose what missions you'd like to unlock: m01_caves.mis m02_farm.mis m03_rrbridge.mis m04_village.mis m05_embassy.mis m06_castle.mis m07_river.mis m08_battlefield.mis m09_swamp.mis m10_ruined_city.mis m11_pow_camp.mis m12_docks.mis m13_airbase.mis m14_mountain.mis m15_red_square.mis IE, if you wanted to have a rumble under the cover of darkness in mission 2, you would enter (between the and ) m02_farm.mis Feel free to copy and paste the entire list in. Just make sure you spell everything right or the game will not be very happy with you. Section 3: Editing your character's files This section of the FAQ deals with changing the attributes of each "character", including enemies, team-mates, specialists, and vehicles. How to get to the file you wish to edit: 1. Go into your ...\Ghost Recon\Mods\Origmiss\Actor folder (IE: C:\games\Ghost Recon\Mods\Origmiss\Actor) 2. Now, select the character you wish to edit. The files in the base directory are all NPCs (Non Player Characters), meaning enemies or allied forces. Enemy files are given in the form m(mission number)_(rec, vet, or eli standing for the difficulty levels of recruit, veteran, or elite)_(the weapon they're using)_(the number that the enemy is).atr. For instance, the file m01_eli_ak47_1.atr contains the data for the enemy from Mission 1, elite difficulty level, armed with an ak47, the first enemy of that type. Files that don't have a weapon or difficulty level in their title are usually special enemies, with a differant weapons package and attributes that don't change with the difficulty level, IE m01_papashvili.atr is Papashvili, the guy you're supposed to capture for brownie points in the first mission. If they're named differantly but still have the .atr filetype, then they're NPCs used in various missions, generally on your side. IE the file un_peacekeeper_1ver.atr is the UN peacekeeper seen in a few missions. The other files, those with a .vcl extension are vehicle files. The sub directories titled demolitions, heavy-weapons, rifleman, and sniper house your non-specialist team members organized by class. MP Actor Files contains character files for multi-player mode, which I haven't really had much of a chance to mess around with yet. The final directory titled hero contains the actor files for your specialist characters. 3. Once you've decided on the character to edit, open the file with notepad. You can change each field as you wish and re-save the file so long as you remove the "read-only" tag in the file's properties box. An explanation of each field follows. This is just the file's version number. No need to mess with it. The character's armour level, which should really affect how much damage the character's able to take. But it doesn't really. The whole game's pretty much one hit kill anyways, so don't bother with it. This is the name of the folder where the game looks for the model files for the character. If you're changing the way a character looks, make sure to change this apropriately as well. This is what the character is referred to through the whole game. Change it as you'd like. I was hoping to be able to mess around with this more, but no luck. The only things you can enter are sniper, rifleman, support, and demolitions. So much for having my team led by Matt the Hacker Extrodinaire. The head of the character. If you're changing this, make sure to change the tags , , , and to appropriate values. Usually I just look at the .atr file of the character I'm ripping the head off of and copy these values. I'm not really sure about this one. Just make sure it's the one that goes along with the you chose, okay? See above. See above. The directory path that the game looks for the weapons packages in. So long as there's files in there of the proper type, the game won't crash. If you like a certain character's kits better than others, feel free to change this to be the same as theirs, but if you plan on hacking the kits as well, you really don't need to change this. Everything about the character that isn't the head. Make sure you change the , , and fields to be appropriate as well. Not really sure. Just change them to be appropriate to the field. If it's empty on what you're changing to, then go ahead and delete the field. See above. The character's weapons skill. For your allies, go ahead and boost it. 8~10 is good. The character's stamina skill. Once again, 8~10 is good. The character's stealth skill. 8~10 will make you the sneakiest sneak in sneak-town. The character's leadership skill. 8~10 is good enough. Note: In the campaign game, the Weapon, Stamina, Stealth, and Leadership will remain to what you've managed to boost it to with combat points. I'm trying to find out where the game stores that data, but until then it's not really that big of a deal. Note: You can have a head and body from differant directories, even though it doesn't seem immediately obvious. Just copy the head files to the same directory as the body files and set the to that directory. Vehicle files are handled in much the same way, but have differant fields. Again, just the file's version number. Not really something you need to worry about. Not too sure. I have a feeling it has something to do with what you need to hit it with to make it go kaboom, but I'm not positive. Feel free to experiment. The filename for the model. If you want one vehicle to look like another, just replace this field with the field from the vehicle you want this one to look like. The number of weapons on the beasty. Just count up the number of guns in the next little section and make sure it matches. This field has two entry points. I believe that "Weapontype" has something to do with what it chooses the weapon for (IE: Anti infantry or Anti vehicle), but I'm not really sure. It might also be whether the file is stored as a gun file or a projectile file. May as well leave it at whatever it already was. WeaponFileName is the field that the game looks for the weapon information. If you want to change the weapon, Appendix A contains the gun/projectile file names and what they represent. Might be fun to disarm all the enemy vehicles, too. This is the mass of the vehicle. I think this is just how the game handles the inertia and momentum of the vehicle, but since you can also change the acceleration/decceleration/top speed/turning radius later, I'm not sure exactly what the game calls on this information for. Don't ask me. Play with it if you want. Teehee. You know those old muscle cars that just rock back and forth on springs? That's what this field can control. Low numbers should reduce the "stiffness", and high numbers increase. How fast the vehicle is able to get to its top-speed. If you're messing around with top-speed, you should probably increase this accordingly, because I think it's a set value and not a percentage of your top-speed. Same as acceleration, except for stopping. Making something go lightspeed with no ability to deaccelerate is fun. But I'm cruel. So it might just be me that likes stuff like that. Not measured in any units we're used to, but higher numbers = greater speed. How fast it can turn. Higher numbers = quicker turns. Section 4: Editing "kits", or weapons packages. One of the most fun things you can do is mess around with what weapons and items each character starts out with. It's also fairly easy to do. How to find and edit the kit for your characters: 1. Go into your Ghost Recon\Mods\Origmiss\Kits directory. 2. Now you need to select what you want to edit. The .kil files in the base directory are files that show what kits are allowed into certain restricted multiplayer games. The subdirectory "Multiplayer" contains certain kits that are only used in multi-player (such as pistols only), demolitions, heavy-weapons, rifleman and sniper folders contain the base kits for non specialists, and hero contains the kits for your specialists. 3. Once you've chosen what you want to edit, open it with notepad. I'll walk you through editing each type of file. Editing .kil files: Feel free to create as many of these files as you'd like or edit any of the existing ones. The game won't care. The file starts off with the tag , which tells the game that it's a kit restriction file and what to call it on the selection screen. Now, there's 16 characters that you have to set the kits for, a rifleman, a demolitions officer, a heavy weapons officer, and a sniper for each of the four platoons. The format goes like this: IE: the tag stands for multiplayer character, platoon one, rifleman. Now, between the and tags, there will be tags that go something like . You just need to replace the blahblahkit with whichever kit you want allowed. Look at one that's already there to see how it's set up. Appendix B goes through what weapons are default in each kit. Editing .kit files: The actual files that contain the weapons packages are .kit files, and I've already gone over how to locate them. So now I'll go over each field in the .kit file. It's the file's version number. No real need to mess with it. This is what the kit looks like, in the lower right corner of your screen. You don't really need to change this unless you're a perfectionist. Like me. Well, when it comes to this. Usually I'm pretty laid back. What am I talking about again? Oh yeah. Don't drink my booze. Between this tag and the is information on your firearm. The filename of the item. Appendix A is a good list to work from if you want to give yourself cool guns. The number of clips that come along with this weapon. What the heck, boost it if it's low. If the object in that slot is a handheld item, this will be there instead of the and tag. This is the number of the item if it's an item and not a gun. Note: The kit textures are in the Ghost Recon\Data\Shell\Art\kit directory. If you want to use a kit texture from a differant character, just copy it across to the directory for the other character's kit textures. Section 5: Editing gun, projectile, and item files. Now, one of the most powerful ways to hack Ghost Recon is hacking the weapons files, then hacking the kits files to give your characters access to some very powerful weapons. Gun, projectile, and item files are all in the directory Ghost Recon\Mods\Origmiss\Equip. Appendix A will tell you which file represents which gun/projectile/item. As before, open the files with notepad. Here's what the tags mean: Gun Tags: The gun's version number. You don't need to mess with it. The file the game looks for the gun model in. If you want to make one gun look like another, copy this field from the one gun to the other. I'm not really positive. The weight of the weapon. I think this might effect your running speed when the weapon is equipped. Lower numbers = less weight. Duh. The number of bullets per re-load. The weight of each clip. Be sure to reduce this number if you were screwing around in the kits to give yourself hundreds of clips. The effective range of the weapon. The M9 pistol starts off with a range of 300, the Dragunov Sniper rifle starts out with about 700. The velocity of the bullet just as it leaves the gun. The air resistance on the bullet, or how much it slows it down in mid-air. A smaller negative number means it will not deaccelerate as fast. Or you can make the bullet self-propelled by making it a positive number. I have no idea. This has something to do with how the game deals with killins. I was checking around and I found some other numbers that are involved in the kill calculation, and the numbers got smaller as you approached the more instant kill regions of the body (IE: big for leg or arm, small for head), so I think you'd want to set this number low if you want one shot kills in any region of the body. Considering the AT4 rocket launcher has a negative number, I think if you wanted to kill something regardless of where you shot it, you should try putting a - sign in front of it. I don't really know. So far, the only thing I've found in any weapon for selective options are rates of fire. The tags that control that are the next few. An arbitrary number describing the delay between shots. Higher number = faster rate of fire. If you want the weapon to be fully automatic, then you should have an IsFullAuto = "1" in your selective tag. If the gun is not fully automatic, then you should have a roundsperpull tag. The number of bullets that are fired each time you hit the fire button. This will equal a .wav file in the sound directory. This is the sound that will be played when you fire. If your weapon is fully automatic, the file displayed in the StartSound tag will be played the entire time. The EndSound tag will only exist in weapons that are fully automatic, and is the sound that will be played when you release the fire button. How much the targetting reticle springs apart after each time you fire. Small number = smaller recoil. 0 = No recoil. There are 12 accuracy tags, a run, walk, shuffle, and stationary for each of the three stances (standing, crouching, or prone). Look at a file to see what it looks like. In any case, the number that's inside those tags represents how much the targetting reticle parts when you do each of those things. (IE, expect a much bigger number in than in . Smaller numbers = tighter reticles. The gun can have as many or as few of these things as you'd like. This is the control for how fast you must be turning for the game to adjust your accuracy by the of the same number. How much the game multiplies the number when you're turning at the rating of of the same number. Setting the number to 1 means turning won't affect the reticle. How fast the reticle tightens after increasing when you turn. Lower numbers = faster tightening. I'm not real positive. This will be at 1 if the gun has a weapon under it, or 0 if it doesn't. This is the filename for the underbarrel weapon. This tag will only exist if the tag is set to 1. This will be set to 1 if the weapon is silenced, and 0 if it is not. This will not change the sound file played in any way, but if set to 1 the weapon will not attract enemies with it's noise. This will have a number of # tags under it. Put as many in as you'd like. Every time you hit the zoom in or out key, you will advance to the next zoom rating. You can set any number you'd like in here, but remember that you can't hit targets too far outside your weapon range. If the weapon is a rocket or grenade launcher, it is here that the name of the projectile fired is placed. Otherwise it would just be bullets. How bright the muzzle flash of your weapon is. The game uses this number to determine how fast enemies can find your position when you fire on them from cover. Lower numbers = dimmer flash. How often tracers come up in your line of shootin'. Higher numbers = more frequent tracers. Note: If you're making a machinegun, you can make a very cool weapon of death just by increasing the clip size, decreasing the recoil, and boosting the rate of fire through the roof. Just be careful, though, because I find when I set the rate of fire too high, my game hangs trying to comprehend 7000 bullets flying from my gun at one time :P Oh well, I guess that was kind of overkill anyways. Fields for Projectiles: Just the file's version-number. Not really much to do here. I have no idea what this really means. May as well leave it. Not really sure what this one does. It's blank for a few files. The file the game looks at for the model for the projectile. How heavy the projectile is. Might effect the way the projectile flies. How much the projectile is effected by air resistance. Lower numbers = less resistance. Set to 1 if the projectile goes kaboom when it hits something, 0 if not. If the projectile does not blow up on impact, this is the number of seconds before it does. I'm not sure. I think this might have something to do with whether it can blow up a tank, but I'm not sure. What the kaboom looks like. I'm not sure how many there are, but feel free to mess with it. The worst you can do is crash the game and know you need to change it back. Whether the damage from the explosion hits in a circle around it or in kind of an arc away from the way you're facing. I haven't seen any projectiles yet with this set to true, but it would be something really neat for close ranges. How far the damage from the explosion goes. I have no idea what any of these really do. When in doubt, just copy them from another .prj file. I'm not really sure. It's a numerical value, though. Fields for item files are almost identical to projectile files, except obvious fields have changed, since it's not explosive or a combat item. Section 6 - Appendix A - Weapon and Projectile filename list: This list matches the weapon, projectile, and weaponry filenames with what they represent, for quicker editing. Files in Ghost Recon\Mods\Origmiss\Equip: 20mmGLgrenade.prj Grenade for the OICW Grenade Launcher 40mmGLgrenade.prj Grenade for the M203 Grenade Launcher 50calMG.gun The M82 Machinegun AK47.gun The AK47 assault rifle AK74.gun The AK74 assault rifle AK74gl.gun The AK74 assault rifle with underbarrel grenade launcher AKS74U.gun The AKS74U sub-machine gun AT4.gun The Anti-Tank 4 rocket launcher Beercan.itm Um... a beer can. That's not slang for, like, grenade or anything. Binoculars.itm The binoculars Bomb.itm The demo charge used as a special item in demolitions missions Chicken.prj The chicken that replaces the grenade if you type in a certain cheat code Cigarette.itm Just a smoke Claymore.itm Your claymore mine Dragunov.gun Dragunov sniper rifle Frag.prj Fragmentation grenades GLforOICW.gun The grenade launcher for the OICW assault rifle GP25.gun Grenade launcher for the AK74 assault rifle Howitzershell.prj Shell from the mobile howitzer L96A1.gun L96A1 sniper rifle M4.gun The M4 machinegun M9.gun The M9 pistol M9SD.gun The silenced M9 pistol M16.gun The M16 rifle M16gl.gun The M16 rifle with underbarrel grenadelauncher M24.gun The M24 sniper rifle M82barret.gun The M82 Baretta rifle M203.gun Grenade launcher for the M16 rifle M249.gun The M249 Light Machinegun M1911.gun The M1911 pistol MG3.gun The MG3 Light Machinegun Missile.prj Anti tank missile from the AT4 MP5.gun The MP5 Sub-Machinegun MP5SD.gun A silenced version of the MP5 sub-machinegun NATO_MG.gun 50 Calibre machinegun the NATO forces use. OICW.gun The OICW assault rifle OICWGL.gun The OICW assault rifle with underbarrel grenade launcher PDA.itm The PDA RPK74.gun The RPK74 Light Machinegun RussianAT4.gun The russian AT4 anti-tank gun SA80.gun The SA80 assault rifle Sensor.itm The sensor Shell.prj The shell from a tank Sniper.gun The generic gun enemy snipers use Squirrel.prj I think this is the projectile that replaces the rockets if you enter a certain cheat code. Stationarygun.gun The stationary bunker gun in some levels Section 7 - Appendix B - Kit Files Kits in Ghost Recon\Mods\Origmiss\Kits\demolitions: Demolitions-01.kit M4 w/ 10 clips + 2 bombs Demolitions-02.kit M4 w/ 10 clips + AT4 w/ 3 rockets Demolitions-03.kit M4 w/ 10 clips + 6 fragmentation grenades Demolitions-04.kit M4 w/ 10 clips + M9SD w/ 5 clips Kits in Ghost Recon\Mods\Origmiss\Kits\heavy-weapons Heavy-weapons-01.kit M249 w/ 7 clips Heavy-weapons-02.kit M249 w/ 3 clips + 6 fragmentation grenades Heavy-weapons-03.kit M249 w/ 3 clips + binoculars Heavy-weapons-04.kit M249 w/ 3 clips + M9SD w/ 5 clips Kits in Ghost Recon\Mods\Origmiss\Kits\multiplayer MP_demo_primary.kit M4 w/ 20 clips MP_demo_primary_02.kit SA80 w/ 15 clips MP_demo_primary_03.kit MP5 w/ 20 clips Restrictions-01 M9 w/ 35 Clips Restrictions-02 M9SD w/ 35 Clips Restrictions-03 M9 w/ 10 clips + M9SD w/ 10 clips Restrictions-04 12 fragmentation grenades Kits in Ghost Recon\Mods\Origmiss\Kits\rifleman Rifleman-01.kit M16 with grenade launcher w/ 10 clips and 5 grenades Rifleman-02.kit M16 w/ 10 clips + binoculars Rifleman-03.kit M16 w/ 10 clips + M9SD w/ 5 clips Rifleman-04.kit M16 w/ 15 clips Kits in Ghost Recon\Mods\Origmiss\Kits\sniper Sniper-01.kit M24 w/ 10 clips + M9 w/ 5 clips Sniper-02.kit M24 w/ 10 clips + M9SD w/ 5 clips Sniper-03.kit M24 w/ 15 clips Sniper-04.kit M24 w/ 10 clips + 6 fragmentation grenades Kits in Ghost Recon\Mods\Origmiss\Kits\hero\astra_galinsky Astra_Galinsky-01.kit Dragunov w/ 10 clips + M9 w/ 5 clips Astra_Galinsky-02.kit Dragunov w/ 10 clips + M9SD w/ 5 clips Astra_Galinsky-03.kit Dragunov w/ 15 clips Astra_Galinsky-04.kit Dragunov w/ 10 clips + 6 fragmentation clips Kits in Ghost Recon\Mods\Origmiss\Kits\hero\buzz_gordon Buzz_Gordon-01.kit M16 with grenade launcher w/ 10 clips and 5 grenades Buzz_Gordon-02.kit M16 w/ 10 clips + binoculars Buzz_Gordon-03.kit M16 w/ 10 clips + M9SD w/ 5 clips Buzz_Gordon-04.kit M16 w/ 15 clips Kits in Ghost Recon\Mods\Origmiss\Kits\hero\dieter_munz Dieter_Munz-01.kit MG3 w/ 9 clips Dieter_Munz-02.kit MG3 w/ 6 clips + 6 fragmentation grenades Dieter_Munz-03.kit MG3 w/ 6 clips + binoculars Dieter_Munz-04.kit MG3 w/ 6 Clips + M9SD w/ 5 clips Kits in Ghost Recon\Mods\Origmiss\Kits\hero\guram_osadze Guram_Osadze-01.kit RPK74 w/ 6 clips Guram_Osadze-02.kit RPK74 w/ 4 clips + 6 fragmentation grenades Guram_Osadze-03.kit RPK74 w/ 4 clips + binoculars Guram_Osadze-04.kit RPK74 w/ 4 clips + M9SD w/ 5 clips Kits in Ghost Recon\Mods\Origmiss\Kits\hero\henry_ramirez Henry_Ramirez-01.kit MP5SD w/ 10 Clips + 2 claymores Henry_Ramirez-02.kit MP5SD w/ 10 Clips + M9SD w/ 5 clips Henry_Ramirez-03.kit MP5SD w/ 15 Clips Henry_Ramirez-04.kit MP5SD w/ 10 Clips + 2 sensors Kits in Ghost Recon\Mods\Origmiss\Kits\hero\jack_stone Jack_Stone-01.kit L96A1 w/ 10 clips + M9 w/ 5 clips Jack_Stone-02.kit L96A1 w/ 10 clips + M9SD w/ 5 clips Jack_Stone-03.kit L96A1 w/ 15 clips Jack_Stone-04.kit L96A1 w/ 10 clips + 6 fragmentation grenades Kits in Ghost Recon\Mods\Origmiss\Kits\hero\klaus_henkel Klaus_Henkel-01.kit MP5 w/ 10 clips + 2 bombs Klaus_Henkel-02.kit MP5 w/ 10 clips + M9SD w/ 5 clips Klaus_Henkel-03.kit MP5 w/ 10 clips + 4 claymores Klaus_Henkel-04.kit MP5 w/ 10 clips + 4 sensors Kits in Ghost Recon\Mods\Origmiss\Kits\hero\lindy_cohen Lindy_Cohen-01.kit OICW w/ Grenadelauncher, 10 clips and 2 grenadebelts Lindy_Cohen-02.kit OICW w/ 10 clips + Binoculars Lindy_Cohen-03.kit OICW w/ 10 clips + M9SD w/ 5 clips Lindy_Cohen-04.kit OICW w/ 15 clips Kits in Ghost Recon\Mods\Origmiss\Kits\hero\nigel_tunney Nigel_Tunney-01.kit SA80 w/ 10 clips + AT4 w/ 4 rockets Nigel_Tunney-02.kit SA80 w/ 10 clips + 6 fragmentation grenades Nigel_Tunney-03.kit SA80 w/ 10 clips + M9SD w/ 5 clips Nigel_Tunney-04.kit SA80 w/ 10 clips + 2 claymores Kits in Ghost Recon\Mods\Origmiss\Kits\hero\scott_ibrahim Scott_Ibrahim-01.kit M82Barret w/ 10 clips + M9 w/ 5 clips Scott_Ibrahim-02.kit M82Barret w/ 10 clips + M9SD w/ 5 clips Scott_Ibrahim-03.kit M82Barret w/ 15 clips Scott_Ibrahim-04.kit M82Barret w/ 10 clips + 6 fragmentation grenades Kits in Ghost Recon\Mods\Origmiss\Kits\hero\susan_grey Susan_Grey-01.kit MP5SD w/ 15 clips Susan_Grey-02.kit MP5SD w/ 10 clips + M9SD w/ 5 clips Susan_Grey-03.kit MP5SD w/ 10 clips + 2 claymores Susan_Grey-04.kit MP5SD w/ 10 clips + 2 sensors Kits in Ghost Recon\Mods\Origmiss\Kits\hero\will_jacobs Will_Jacobs-01.kit OICW w/ Grenadelauncher, 10 clips and 2 grenadebelts Will_Jacobs-02.kit OICW w/ 10 clips + Binoculars Will_Jacobs-03.kit OICW w/ 10 clips + M9SD w/ 5 clips Will_Jacobs-04.kit OICW w/ 15 clips Section 8: Extroduction In future editions of this FAQ, I may go into how to replace and add new sounds to the game, and possibly post cool weapons. If you wish to contact me for any reason, send email to matt_the_sheep@hotmail.com. I'd also like to thank the following people: Shelly: For always being there for me, for loving me, and for giving me a reason to get up in the morning. Tai: For being the master of information that he is, his suggestions, support, and supplies made this so much easier. Food: For not letting me starve. Tom Clancy: For writing books that don't suck. Those wierd drinks that come in bottles, whatchamacall it, Sobe or something. They're good. Yeah. Work: For paying me to take small breaks from FAQ writing "If you give a man a fish, you feed him for a day. If you teach a man how to kick people in the neck, he will steal from the fishermen until they arrest him, after which the prison system will feed him for a lifetime." -Tai