Sniper's Paradise - Infiltration Controls


Manual Briefing Install & Setup Server Controls Weapons Camos

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:

MOVEMENT:
If you're familiar with playing Unreal, or most other first person shooters on the market, you should be comfortable with your current basic movement control scheme. (Moving forward and back, strafing, mouse looking, etc.)  There will be no need to change much of the basics there, since you will still move about the map in a similar fashion. But that is where tradition stops, and Infiltration starts.

WALKING:
Your default movement speed is a slow paced walk designed with realism in mind. While walking your footsteps will be barely audible.

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WEAPON CONTROL & AIMING:
Infiltration boasts one of the most unique weapon systems in any first person shooter. It's an experience that grows on you, and can make it difficult to go back to the normal style you see in a lot of other "realistic" games.

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.

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WEAPON KEY FUNCTIONS:

Reload Key:
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:

"Set input X button bextra1" where X is the key you want to use as the reload keyboard button.

Weapon Mode Key:
Some weapons feature full-automatic fire, but can switch to burst fire, or even semi-automatic mode. This key is assigned to perform these kinds of functions. It also serves as the zoom adjustment key for sniper weapons. Investigate your weapons closely, as many of them will have direct uses for this key.

"Set input X button bextra2" where X is the key you want to use as the weapon mode keyboard button.

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EQUIPMENT:

Claymores:
You can get claymores by picking them up in certain areas within a maps.

Placing and Arming Claymores:
To place a claymore, toggle through your inventory list and select Claymore. If you have more than one claymore it will tell you how many you have. The blast direction for the claymore will be the same direction as that in which you are facing when you drop the claymore.

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.

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HUD:
Infiltration uses a completely redesigned HUD.

Standoff HUD
The weapons display, located on the bottom right of your screen. Here it lists each weapon in your inventory, and once selected, how much ammo you are carrying. On the lower left you will see the team score just above your health, your armor is next to your health.

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
The Classic HUD is identical to the Standoff HUD with the addition Time left in a round and a CD icon above the team scores on the bottom left

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SCORE:

Classic Scoring
The only way to score when playing classic is to either insert the CD into the laptop if your an attacker or by time running out in the round if your a defender. Remember when you have the CD you are the objective and will be hunted and killed in order to recover the CD. Your teammates are the only one's who will protect you, together you can complete the mission but it takes team work.

In standoff your team wins the round when everyone on the opposing team has been killed. Try to stay alive and watch your teammates back, it's not fun watching the game play out while being dead.

If you didn't meet your objective or eliminate the other team and the game ends in a tie because the time to meet the objective for the mission has ran out, then the game will be settled in the next map.

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.

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MISSIONS AND OBJECTIVES:

Classic:
In this mission style, the attackers must search for and capture a Top Secret CD from a laptop, returning it to an extraction point, which is normally where they enter the mission. However, some missions will provide you with alternative extraction points.

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:
This mission is played like classic without the use of the CD. To win the round you will need to kill everyone on the opposing team. Players who are killed can only watch the game as it progress until the last player on a team is killed. Once all the players have been killed on a team, the team who has at least one player alive wins the round and the next round is started. The idea in the mission is not to get killed.



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