Sniper's Paradise - Infiltration Controls
THE INFILTRATION ENVIRONMENT: Infiltration allows for a wide variety of functionality, it is not required to play the game. As long as you can move around and reload your weapon, the rest simply adds to the experience and can be understood as time goes on. This section will break down into the following areas:
WALKING:
WEAPON CONTROL & AIMING:
To start with, understanding your weapon is probably the most important aspect of the game. True practice is required for each weapon. Using this system, a soldier can take those skills with them anywhere in the game and literally become the class of soldier they wish to be. One of the most obvious features of Infiltration is the lack of a crosshair. In order to get an accurate shot you must aim your weapon by pressing and releasing your alt-fire button (it is suggested you use the right mouse button), which brings your weapon up to your "eye" enabling you to use the actual iron sights or scope. This is not an optional feature. The iron sights of our weapon models show you exactly where you are aiming and so the weapon model itself is essentially a free moving crosshair. Of course aiming your weapon and bringing your iron sights in alignment is much more accurate than firing from the hip guessing where you are aiming at. In a firefight, care must be taken when it comes time to reload, as you have to consider how long it takes and if switching weapons is a better option. Watch your ammo, and reload wisely... The Reload key is to reload your weapon once you empty a clip or you wish to change out your clip for a fresh, new one. The reload animations and timing are true and accurate. In a firefight, care must be taken when it comes time to reload, as you have to consider how long it takes and if switching weapons is a better option If your shotgun is auto reloading and you need it to stop, simply press and hold the fire button.
You must set a key to reload your weapon. To set up your reload key, in console type in the following:
Weapon Mode Key:
Claymores:
Placing and Arming Claymores:
The claymore is armed once set and not not be disarmed. FlashBangs:
Flashbangs can be useful in obscure or temporarily blinding your enemy. The way to toss a flashbang grenade is to cycle to it with your previous or next item key to select. If you have more than one Flashbang grenade it will tell you how many of you have. Toss the flashbang gernade by using your use item key. HUD:
Standoff HUD
Another area of importance is your inventory menu. Located on the Top left of your screen is an icon displaying what invertory you are carrying. Inventory available for this slot are health, flash bang grenades, claymores, proximity mine and knives. Classic HUD
Classic Scoring
At the end of the first round the scoreboard will display the winner of that round, and the number of reinforcements they had survive out of the total available. At the end of the second round, it will display this information again, adding the winner of the first round and so on until the game is won. Classic:
Anyone on the attacking team may capture the CD. Once in hand, the defenders are alerted to the fact that the CD has been stolen, the way to tell which player is carrying the CD is they glow with a red hue around them. When an attacker with the CD is killed, he drops it to the ground where it can be picked up by either side. If a defender picks up the CD, it automatically returns to where it originated to prevent defenders from hiding themselves, making it impossible for the attackers to succeed. At the same time, the CD will automatically return after a while just in case it happens to fall to a place where it can't be recovered. Once inserted in the laptop the attackers win the round, if time elapses without the CD being recovered and inserted into the laptop, the defenders win the round. You can adjust how many rounds it takes to win the game in your Standoff.ini
Standoff:
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