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- GUNPOWDAH Realism Revisited

GUNPOWDAH Realism Revisited
About This Mod
AI responds to suppression. This means that if you shoot around a suspect, he's more likely to give up. Also, the more you shoot at the enemy, the more likely the suspect is to surrender. This is most likely when the suspect first comes into contact with you. A suspect may surrender if he is subdued during a conflict, but the likelihood is lower.
Artificial intelligence responds to gunshots. This is a radius effect, so it acts on suspects within range.
Changes in AI Surrender. Other changes in the AI surrender effect include a knock on the door, a battering ram, a very high probability of C2, a high probability of killing a suspect, and changes in the probability of ADS (pointing at a suspect while aiming). And examples of AI adaptation." If the doorstrike is successful and the AI is hesitant or fearful of an invasion, moving to the suspect increases the likelihood of a hit rather than a hit back." Distance to the opponent affects the decision to fight, flee, or surrender.
Dynamic AI capabilities. This means that AI is more dynamic: taking drugs, smoking cigarettes, taking selfies, and so on. AI becomes more dynamic and fearful at the sight of a police officer, and instead of attacking him, he changes his options: running away, hiding or disguising himself. AI is more adept at fleeing and hiding in transformations, such as under the bed, in the closet, and so forth. AI is more adept at animated cues, such as smoking, drug use, and so forth. AI has more power to misfire after death, commit suicide, fake suicide, take hostages, and so forth. Suspects will pretend to give up or try to team up if possible.
AI response and accuracy. From time to time, AI may be unwilling to act, hesitate, hide, or be afraid. When the air quality decreases, the accuracy decreases, as does the recharging speed. Precision is further reduced if the suspect runs or moves quickly. The further the suspect moves, the lower the accuracy. Even if the rate of shooting decreases, the time to engage is reduced. The suspect does not enter the fight, but uses animation to further develop the scenario. The suspect is trying to shoot from a cover or spray. Exact bullets usually hit the center of the player's body, but in rare cases the pattern selection is adjusted to hit the hands, feet, or head. This equalizes the chances of hitting the armor.
Ballistic Armor Processing. This means that all armor, from helmets to flak jackets, is as close as possible to the actual armor used by police officers on the battlefield LEO flak jackets reproduce IIIA armor. This means that a rifle bullet usually pierces the armor in two shots. Smaller caliber bullets can usually be used 8-9 times CERAMIC ARMOR - Better IIIA, high crack protection, medium steel armor - Better IIIA high softening Medium/high crack depending on caliber (steel destruction)|KEVLAR - Better IIA medium softening (damage prevention) low/medium cracking ||| Level 4 helmet copies BALLISTIC ARMOR. This means it can withstand 3-4 rifle bullets and 10-12 small caliber bullets. The helmet can be torn and split.
Ballistic ammunition processing. This means that all ammunition is recycled from damage to possible bleeding and physical injury. Ammunition has varying penetration probabilities depending on the caliber and type of munition, as well as a greater probability of ricochet depending on the type; FMJ bullets have the highest probability of ricochet, and JHP bullets have the lowest probability of ricochet. Flamethrower missiles are less likely to ricochet, bullets are more likely to ricochet, FMJ munitions are more likely to cause damage but less likely to bleed, JHP munitions are less likely to cause damage but more likely to bleed, and JHP munitions are less likely to cause damage but more likely to bleed. Large caliber cartridges do more damage, create more injury, and are more likely to bleed; JHP cartridges do less damage, but are more likely to bleed. Small caliber munitions do less damage, cause smaller wounds, and are less likely to bleed. All FMJ cartridges can penetrate material and armor.
Weapon recoil modification. This means that all weapons (not yet finished, but most of them) will be completely redesigned: from inertia to recoil, the sensations of the weapon will be completely improved. The surrender of the weapon will be increased and the player will "feel" part of it. The inertia of the weapon has been increased, and the sights feel a little more "stiff" when moving with the ADS. Weapon speeds have been modified to more accurately simulate real speeds. The weapon now has additional rocking, flickering, charge pulse and oscillations.
Player Rebuild: Changed player weight, physics, speed and scream distance. Movement speed increased, player suppression increased, ADS/walking/walking/walking/clearing/circling speed reduced. Player contusion increased. Shrapnel tremor increased. Increased suppression tremor (which means that the weapon trembles with adrenaline, making it more frightening). The distance of the cry is decreased.
The blood has been processed - all blood tags and values have been changed to make the blood look darker, more textured and more diverse. More types of blood extraction have been added to the death list. The color of the blood was changed to darker. The arteries now bleed longer, and suspects now start fighting while bleeding. Increased variety of jokes (eg, brain splashes). Deformation of wounds is increased (depending on the caliber the weapon will pierce the skin until the exposed bone, and at more shots - depending on the caliber and speed). Increased time for spilling of blood. Increased range of blood (the distance that blood reaches when shooting). Increased blood textures and reflections (blood more reflective, materials textures more clear). The opacity of the blood (blood that is slightly more transparent) is decreased.
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