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    Hacking Guide by matt_the_sheep

    Version: 1.0 | Updated: 02/27/02 | Printable Version | Search This Guide

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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