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- |Module=Weapons ...492 bytes (78 words) - 03:17, 1 August 2009
- |Module=Weapons ...454 bytes (68 words) - 03:17, 1 August 2009
- |Module=Weapons ...572 bytes (95 words) - 03:17, 1 August 2009
- |Module=Weapons ...331 bytes (45 words) - 03:17, 1 August 2009
- |Module=Weapons ...282 bytes (40 words) - 03:17, 1 August 2009
- |Module=Weapons ...401 bytes (59 words) - 03:17, 1 August 2009
- |Module=Weapons ...325 bytes (47 words) - 03:17, 1 August 2009
- |Module=Weapons ...296 bytes (41 words) - 03:18, 1 August 2009
- |Module=Weapons ...263 bytes (37 words) - 03:19, 1 August 2009
- |Module=Weapons ...222 bytes (25 words) - 03:19, 1 August 2009
- |Module=Weapons ...214 bytes (27 words) - 03:19, 1 August 2009
- |Module=Weapons ...225 bytes (25 words) - 03:19, 1 August 2009
- |Module=Weapons ...218 bytes (26 words) - 03:20, 1 August 2009
- |Module=Weapons ...481 bytes (76 words) - 03:20, 1 August 2009
- |Module=Weapons ...390 bytes (60 words) - 03:20, 1 August 2009
- [[File:nutshell.png]] This article contains information on all Black Ops Weapons. List of avaliable weapons within Black Ops. ...3 KB (384 words) - 23:20, 15 November 2010
- {{note|Page containing list of filename for Weapons after a full convert on Modtools 1.0}} [[Category:Weapons]] ...18 KB (3,506 words) - 14:26, 29 June 2011
- [[Category:Weapons]] ...376 bytes (56 words) - 14:59, 23 June 2010
- |Module=Weapons ...473 bytes (71 words) - 03:16, 1 August 2009
- MAR 25 - Nope, patch 1.07 didn't change any weapons. Just the RC-XD was weakened a bit. [[Category:Weapons]] ...2 KB (413 words) - 16:06, 27 March 2011
Page text matches
- |Module=Weapons ...318 bytes (47 words) - 03:15, 1 August 2009
- |Module=Weapons ...308 bytes (46 words) - 03:15, 1 August 2009
- |Summary=Enable the player's weapons ...177 bytes (22 words) - 09:58, 31 July 2009
- [[Category:Weapons]] ...288 bytes (43 words) - 19:31, 10 November 2008
- |Summary=Remove all the weapons from the player. ...194 bytes (25 words) - 03:26, 1 August 2009
- |Module=Weapons ...325 bytes (47 words) - 03:17, 1 August 2009
- |Module=Weapons ...282 bytes (40 words) - 03:17, 1 August 2009
- |Module=Weapons ...275 bytes (39 words) - 03:16, 1 August 2009
- |Module=Weapons ...275 bytes (39 words) - 03:16, 1 August 2009
- |Module=Weapons ...331 bytes (45 words) - 03:17, 1 August 2009
- *[[Call of Duty 5: MP Weapons|Multiplayer Weapons]] *[[Call of Duty 5: Multiplayer Weapons Chart|Multiplayer Weapons Chart]] ...2 KB (316 words) - 12:26, 10 August 2012
- |Module=Weapons ...337 bytes (45 words) - 03:16, 1 August 2009
- |Module=Weapons ...351 bytes (48 words) - 03:15, 1 August 2009
- |Module=Weapons ...332 bytes (47 words) - 03:16, 1 August 2009
- |Module=Weapons ...454 bytes (68 words) - 03:17, 1 August 2009
- |Module=Weapons ...390 bytes (60 words) - 03:20, 1 August 2009
- |Module=Weapons ...401 bytes (59 words) - 03:17, 1 August 2009
- *[[Call of Duty 2: Damage Charts|Multiplayer Weapons Damage Chart]] *[[Call of Duty 2: Weapons Guide|Weapons Guide]] ...2 KB (245 words) - 12:28, 10 August 2012
- |Module=Weapons ...481 bytes (76 words) - 03:20, 1 August 2009
- |Module=Weapons ...504 bytes (77 words) - 03:16, 1 August 2009
- '''Weapons''' Deployable turrets start their life as normal weapons that the player can pick-up and use. ...5 KB (880 words) - 17:26, 20 May 2009
- |Module=Weapons ...473 bytes (71 words) - 03:16, 1 August 2009
- [[File:nutshell.png]] This article contains information on all Black Ops Weapons. List of avaliable weapons within Black Ops. ...3 KB (384 words) - 23:20, 15 November 2010
- [[Category:Weapons]] ...y 3 and therefore decreases recoil. A considerable benefit for high-recoil weapons if you don't mind losing the Tier One perk; not really necessary for the re ...3 KB (517 words) - 16:16, 8 November 2008
- *[[Call of Duty 5: MP Weapons|Multiplayer Weapons]] *[[Call of Duty 5: Multiplayer Weapons Chart|Multiplayer Weapons Chart]] ...4 KB (595 words) - 12:27, 10 August 2012
- |Module=Weapons ...492 bytes (78 words) - 03:17, 1 August 2009
- |Module=Weapons ...572 bytes (95 words) - 03:17, 1 August 2009
- * [[Call of Duty 4: MP Weapons|Multiplayer Weapons Details]] * [[Call of Duty 4: Damage Charts|Multiplayer Weapons]] ...2 KB (356 words) - 12:28, 10 August 2012
- * [[Call of Duty 4: Weapons Modding|Weapons Modding]] ...2 KB (234 words) - 12:14, 10 August 2012
- [[Category:Weapons]] *Use WinRar to extract the "Weapons" folder from iw_11.iwd in CoD4/main into ...5 KB (815 words) - 03:25, 10 January 2011
- ...ager: the utility to create new assets or alter stock ones; assets such as weapons, materials, models, animations... *1154 weapons (after full convert, SP + MP mixed) ...2 KB (278 words) - 22:30, 23 June 2011
- [[Category:Weapons]] ...leight of Hand, it still takes longer to reload these guns than most other weapons in the game. If you accidentally reload too early, switch to your other wea ...4 KB (611 words) - 02:09, 23 October 2008
- *Dual Wield - Hip fire two weapons. ...792 bytes (118 words) - 10:10, 15 November 2010
- [[Category:Weapons]] ...700 bytes (98 words) - 16:18, 16 April 2009
- *Dual Wield - Hip fire two weapons. ...886 bytes (131 words) - 10:05, 15 November 2010
- [[Category:Weapons]] ...e with desert and woodlands camo. The following camos are unlocked for all weapons by completing their respective Expert Challenges (headshot quotas): ...5 KB (807 words) - 17:10, 8 November 2008
- [[Category:Weapons]] Along with the shotguns, these weapons are the most mobile, so you'll want to consider these for any ninja class y ...6 KB (894 words) - 02:09, 23 October 2008
- MAR 25 - Nope, patch 1.07 didn't change any weapons. Just the RC-XD was weakened a bit. [[Category:Weapons]] ...2 KB (413 words) - 16:06, 27 March 2011
- *Dual Wield - Hip fire two weapons. ...1 KB (157 words) - 10:06, 15 November 2010
- [[Category:Weapons]] ...1 KB (158 words) - 18:54, 15 November 2010
- *Dual Wield - Hip fire two weapons. ...1 KB (164 words) - 10:18, 15 November 2010
- // Number of dropped weapons before recycling == Extra Config File, Weapons & Vehicles == ...13 KB (1,690 words) - 16:14, 10 December 2008
- *Dual Wield - Hip fire two weapons. ...1 KB (186 words) - 10:08, 15 November 2010
- |Functions to player load outs; weapons players start with and the view model arms. ...2 KB (311 words) - 16:55, 18 April 2009
- Tokarev (semi-automatic) - Not a very good gun next to all the other russian weapons. It will get the job done but most prefer the Mosin.<br><br> [http://www.trap17.com/index.php/Call-Duty-2-Weapons-Guide_t39865.html Sources] ...6 KB (1,009 words) - 23:47, 17 July 2009
- ...nk about combined images. I go to MW2 and found again 2 spc files for some weapons and again it include colour map parts, another specular - black&white (stan ..., but one more darken (for what is that?)). It works with originally black weapons in game (SPAS-12, MP5k, FN2000). ...5 KB (904 words) - 19:18, 26 July 2011
- * DLC3 weapons, vision, ui, maps, collmaps, and animtrees files. *DLC2 weapons, vision, ui_mp, maps, collmaps, and animtrees files. ...6 KB (882 words) - 02:39, 18 February 2014
- Payload starts off by assigning players classes and specific weapons per those classes. In the level script there are Co-op Callback functions d ...he best suitable spawner based on their class weapon since we are changing weapons on the fly and do not want AI using flamethrower animations for firing a MG ...6 KB (956 words) - 11:36, 22 November 2008