Brief Weapons Training



Special Traits

  1. Accurate but has a slow reload time.
  2. When fired the round will explode on contact.
  3. This weapon has no secondary use.



Special Traits

  1. The grenade is thrown not shot. This means that the strength of the throw (distance) can be controlled, by how long the Fire button is held down before releasing.
  2. Grenades will detonate on impact with an enemy
  3. Grenades will bounce and roll when thrown.
  4. Grenades can be picked up and thrown back at the player
  5. This grenade can be fetched by dogs
  6. Secondary weapon use will throw this in an under-hand toss for going under things Grenades explosions will send out a small amount of shrapnel, which will cause minor damage but trigger hit reactions in affected AI.




Special Traits

  1. This weapon will have a Sniper Mode, activated by the secondary weapon use key, allowing the player to zoom the camera to make precise shots. The edges of the screen will feather out as the scope is brought up to the camera. Then the crosshair overlay will be seen, which will be different from its German counterpart rifle.
  2. When not in Sniper Mode this weapon will function like a bolt action rifle.
  3. This weapon will 'kick' a bit, meaning that it will require a little time to re-center to where the player was aiming.



Special Traits

  1. The M1 used special clips designed to be ejected from the gun when spent. There is a very distinct 'Ping' sound that occurs that must be captured.
  2. Semi-automatic action, can fire almost as fast as the player can push the fire button.
  3. This weapon will 'kick' a bit, meaning that it will require a little time to re-center to where the player was aiming. If the player fires in quick, rapid succession, the weapon won't have the proper time to re-center its self, therefore simulating the effects of rapid fire that the player can learn to adjust for, and make it seem more life-like.



Special Traits

  1. Fully automatic firing ability
  2. This weapon will ‘kick’ a bit, meaning that it will require a little time to re-center to where the player was aiming. If the player fires in quick, rapid succession, the weapon won’t have the proper time to re-center its self, therefore simulating the effects of rapid fire that the player can learn to adjust for, and make it seem more life-like.




Special Traits

  1. Fully automatic firing ability
  2. This weapon will ‘kick’ a bit, meaning that it will require a little time to re-center to where the player was aiming. If the player fires in quick, rapid succession, the weapon won’t have the proper time to re-center its self, therefore simulating the effects of rapid fire that the player can learn to adjust for, and make it seem more life-like.




Basic handgun. 





Special Traits

  1. Fully automatic firing ability
  2. This weapon will 'kick' a bit, meaning that it will require a little time to re-center to where the player was aiming. If the player fires in quick, rapid succession, the weapon won't have the proper time to re-center its self, therefore simulating the effects of rapid fire that the player can learn to adjust for, and make it seem more life-like.



Special Traits

  1. 1     The grenade is thrown not shot. This  means that the strength of the throw (distance) can be controlled, by how long the Fire button is held down before releasing.

  2. 2     Grenades will detonate on impact with an enemy

  3. Grenades will bounce and roll when thrown.

  4. 3     Grenades can be picked up and thrown back at the player

  5. 4     Secondary weapon use will throw this in an under-hand toss for going under things

Grenades explosions will send out a small amount of shrapnel, which will cause minor damage (1-5 HP) but trigger hit reactions in affected AI.