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Adams and Lugo can use different weapons normally, but replacing Adams's shotgun may cause some glitches in door-breaching sequences. When he reaches the first encounter with the Marauders, he will switch back to his usual M4A1 and M9. Go to C:\Users\xxxx\Documents\My Games\SpecOps-TheLine\SRGame\Config\ and delete the file ‘SREngine.ini’. Giving different guns to Walker will only affect him in Chapter 1's intro. For some odd reason, every time you quit the game The config file gets corrupted/changed. DummyWeapon3 makes the screen appear black if put in a level.) Aside from the MilkorMGL, I do not think they work when given to anyone.) (These weapons are used by turrets or in special sequences. The Knife is a strange exception: allies and enemies will shoot invisible bullets with it instead of charging you, and they will not drop it when killed.) Most of them just determine the fire rate for the individual weapon. (These weapons are exclusively used by allied and enemy AI. This also applies to enemies and Adams/Lugo.) Their names and ammo counts will appear if given to Walker, but the models and icons will not show up. (I can't get these to load in singleplayer.
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(These weapons will load no matter what level you are in.) This includes guns that are exclusive to multiplayer or are not normally accessible. Here are all of the file names for Spec Ops: The Line's weapons. You can pick up an AA-12 and use it against them, too! There we go! If you did everything right, you'll be facing down Marauders with automatic shotguns. The game will be able to read your modded file and give those enemies the new guns. Paste it into the Config folder and replace the original DefaultPawn.ini file. When you're done, the file should look something like this. For now, replace all primary weapons with "SRGame.YWeapon_AA12" and all secondary weapons with "SRGame.YWeapon_PythonElite". The weapon list is included in the next section of the guide.
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It should take you down to the faction's weapon list. Hit CTRL+F and search for "YPawn_MarauderAssault". How about we give the Marauders, the initial enemies of the game, some better equipment?ĭecrypt DefaultPawn.ini and open it up. Let's start simple and give some different guns to enemies. I am not sure what will work if it is changed, or how the changes will pan out. Bear in mind that there is plenty I do not know about modding the game. From here, you can change whatever values you want to.
#Spec ops the line pc config fix code#
You will see lines of code if the decryption is successful. ini file onto, and it will be readable and editable. To make them accessible, you will need to use these programs extracted from the. By default, they are encrypted and will appear in a foreign language when opened. ini files for Spec Ops in Steam\steamapps\common\SpecOps_TheLine\SRGame\Config. We'll spend the rest of that money on tricking out the rather bland box – seen above – with enough blue LEDs to burn our retinas. The Warhead PC will be available to preorder on September 16 – the game's launch day – for $699, a far cry from the hundreds of bajillions we had saved up for a Crysis rig of our own. With a "hard cap" to aim for, the developers were able to guarantee a minimum level of performance using the following specs: an Intel Core Duo e7300 running 2.66GHz, an Nvidia 9800GT video card, and 2 gigglebytes of RAM. Dropping frames on the Warhead PC? Tweak it until it runs smooth as butter. In short, the team at Crytek wanted Crysis Warhead to run on far more systems than Crysis did, so they built their own lower-end "Warhead PC" which they used to test the game on throughout its development. Hoping to disprove the notion that everything with the word "Crysis" on it requires the latest, greatest supercomputer – and several ounces of irradiated uranium – to run with a framerate in the double digits, EA has teamed up with UltraPC to sell what it's (unofficially?) calling the "Warhead PC" – a single SKU offering that brings some of console gaming's simplicity to the PC gaming world.