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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:
<UnlockedHeroes>
	<Hero>will_jacobs.atr</Hero>
	<Hero>henry_ramirez.atr</Hero>
	<Hero>nigel_tunney.atr</Hero>
	<Hero>jack_stone.atr</Hero>
	<Hero>guram_osadze.atr</Hero>
	<Hero>susan_grey.atr</Hero>
	<Hero>klaus_henkel.atr</Hero>
	<Hero>buzz_gordon.atr</Hero>
	<Hero>astra_galinksy.atr</Hero>
	<Hero>dieter_munz.atr</Hero>
	<Hero>lindy_cohen.atr</Hero>
	<Hero>scott_ibrahim.atr</Hero>
</UnlockedHeroes>

For instance, if you wanted to activate, oh, Jack Stone, that sniping badass he
is, you would enter (between the <UnlockedHeroes> and </UnlockedHeroes>)       
 <Hero>jack_stone.atr</Hero>         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:
<UnlockedMissions>
	<Mission>m01_caves.mis</Mission>
	<Mission>m02_farm.mis</Mission>
	<Mission>m03_rrbridge.mis</Mission>
	<Mission>m04_village.mis</Mission>
	<Mission>m05_embassy.mis</Mission>
	<Mission>m06_castle.mis</Mission>
	<Mission>m07_river.mis</Mission>
	<Mission>m08_battlefield.mis</Mission>
	<Mission>m09_swamp.mis</Mission>
	<Mission>m10_ruined_city.mis</Mission>
	<Mission>m11_pow_camp.mis</mission>
	<Mission>m12_docks.mis</Mission>
	<Mission>m13_airbase.mis</Mission>
	<Mission>m14_mountain.mis</Mission>
	<Mission>m15_red_square.mis</Mission>
</UnlockedMissions>

IE, if you wanted to have a rumble under the cover of darkness in mission 2,
you would enter (between the <UnlockedMissions> and </UnlockedMissions>)     
<Mission>m02_farm.mis</Mission>   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.

<VersionNumber>		This is just the file's version number.  No need to mess with
it.
<ArmorLevel>		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.
<FolderName>		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.
<ActorName>		This is what the character is referred to through the whole game. 
Change it as you'd like.
<ClassName>		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.
<ModelFace>		The head of the character.  If you're changing this, make sure to
change the tags <FolderName>, 				<BlinkFaceName>, <ActionFaceName>, and
<ShellFaceName> 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.
<BlinkFaceName>		I'm not really sure about this one.  Just make sure it's the
one that goes along with the <ModelFace> 			you chose, okay?
<ActionFaceName>	See above.
<ShellFaceName>		See above.
<KitPath>		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.
<ModelName>		Everything about the character that isn't the head.  Make sure you
change the <FolderName>, <LOD2>, 				and <LOD3> fields to be appropriate as
well.
<LOD2>			Not really sure.  Just change them to be appropriate to the
<ModelName> field.  If it's empty on what 			you're changing to, then go ahead
and delete the field.
<LOD3>			See above.
<Weapon>		The character's weapons skill.  For your allies, go ahead and boost
it. 8~10 is good.
<Stamina>		The character's stamina skill.  Once again, 8~10 is good.
<Stealth>		The character's stealth skill.  8~10 will make you the sneakiest
sneak in sneak-town.
<Leadership>		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 <FolderName> to that directory.

Vehicle files are handled in much the same way, but have differant fields.

<VersionNumber>		Again, just the file's version number.  Not really something
you need to worry about.
<Type>			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.
<ModelName>		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.
<WeaponCount>		The number of weapons on the beasty.  Just count up the number
of guns in the next little section and 			make sure it matches.
<Weapon>		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.
<BodyMass>		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.
<WheelMass>		Don't ask me.  Play with it if you want.
<SuspensionStrength>	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.
<Acceleration>		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.
<Deacceleration>	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.
<TopSpeed>		Not measured in any units we're used to, but higher numbers =
greater speed.
<TurningSpeed>		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 <KitRestriction Name ="BlahBlah">, 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:
<Actor Name="mp_(plt1, plt2, plt3, or plt4 for each of the platoons)_(asl, dem,
hvywep, or snip standing for rifleman, demolitions, support, or sniper
respectively).atr">  IE: the tag <Actor Name="mp_plt1_asl.atr"> stands for
multiplayer character, platoon one, rifleman. Now, between the <Actor Name> and
</Actor> tags, there will be tags that go something like <Kit
Name="blahblahkit"/>.  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.

<VersionNumber>		It's the file's version number.  No real need to mess with it.
<KitTexture>		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.
<Firearm Slotnumber>	Between this tag and the </Firearm> is information on your
firearm.
<ItemFileName>		The filename of the item.  Appendix A is a good list to work
from if you want to give yourself cool 				guns.
<MagazineCount>		The number of clips that come along with this weapon.  What
the heck, boost it if it's low.
<HandheldItem>		If the object in that slot is a handheld item, this will be
there instead of the <firearm> and 					</firearm > tag.
<Count>			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:

<Version Number>	The gun's version number.  You don't need to mess with it.
<ModelFileName>		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.
<NameToken>		I'm not really positive.
<Weight>		The weight of the weapon.  I think this might effect your running
speed when the weapon is equipped.  			Lower numbers = less weight.  Duh.
<MagazineCapacity>	The number of bullets per re-load.
<MagazineWeight>	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.
<MaxRange>		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.
<VelocityCoefficient0>	The velocity of the bullet just as it leaves the gun.
<VelocityCoefficient1>	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.
<VelocityCoefficient2>	I have no idea.
<KillCoefficient1>	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.
<KillCoefficient2>	I don't really know.
<Selective>		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.
<RateOfFire>		An arbitrary number describing the delay between shots.  Higher
number = faster rate of fire.
<IsFullAuto>		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.
<RoundsPerPull>		The number of bullets that are fired each time you hit the
fire button.
<StartSound>		This will equal a .wav file in the sound directory.  This is the
sound that will be played when you 				fire.
<EndSound>		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.
<Recoil>		How much the targetting reticle springs apart after each time you
fire.  Small number = smaller 				recoil.  0 = No recoil.
<BlahBlahAccuracy>	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
<RunStandAccuracy> than in <StationaryProneAccuracy>.  				Smaller numbers =
tighter reticles.
<TurnBandVelocity*>	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 <TurnBandMultiplier*> of the same 				number.
<TurnBandMultiplier*>	How much the game multiplies the <BlahBlahAccuracy>
number when you're turning at the rating of 				<TurnBandVelocity*> of the same
number.  Setting the number to 1 means turning won't affect the 				reticle.
<StabilizationTime>	How fast the reticle tightens after increasing when you
turn.  Lower numbers = faster tightening.
<WeaponMotionType>	I'm not real positive.
<HasUnderbarrelWeapon>	This will be at 1 if the gun has a weapon under it, or 0
if it doesn't.
<UnderbarrelWeaponName>	This is the filename for the underbarrel weapon.  This
tag will only exist if the 						<HasUnderbarrelWeapon> tag is set to 1.
<Silenced>		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.
<ZoomSettings>		This will have a number of <Zoom>#</Zoom> 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.
<ProjectileFileName>	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.
<MuzzleFlashScale>	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.
<TracerFrequency>	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:

<VersionNumber>		Just the file's version-number.  Not really much to do here.
<Type>			I have no idea what this really means.  May as well leave it.
<NameToken>		Not really sure what this one does.  It's blank for a few files.
<ModelFileName>		The file the game looks at for the model for the projectile.
<Weight>		How heavy the projectile is.  Might effect the way the projectile
flies.
<AirResistanceConstant>	How much the projectile is effected by air resistance. 
Lower numbers = less resistance.
<DetonateOnImpact>	Set to 1 if the projectile goes kaboom when it hits
something, 0 if not.
<DelayTime>		If the projectile does not blow up on impact, this is the number
of seconds before it does.
<ExplosionDataVersion>	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.
<VisualExplosionType>	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.
<IsDirectional>		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.
<BlastRadius>		How far the damage from the explosion goes.
<CombatCoefficients>	I have no idea what any of these really do.  When in
doubt, just copy them from another .prj file.
<IconNdx>		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