Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Always available, Spectro.
What can be done is to build a mission on that basis and just add the RHS mod to your game, without even having to build something with just the RHS itself.
What's cool about it is to set up specific arsenal locations, such as the cages I put in that particular scenario, would give more visual possiblities, another thing would be to use the vehicles disabling them as elements of use and making them as scenery material.
So to build the whole scenario in itself neither does it compensate to implement the mods in the constructions.
Does RHS offer more resources? Why if it is to implement only the vehicles just insert the mod and create the mission! The scenario itself is static, has no scripts and no triggers, not even respaw from enemies or allies.
So far people have not complained but I'm worried about putting many mods to the players, laughter, sometimes I think I exaggerate so much that I'm thinking of putting a seal of quality: Low FPS Garantee.
You have a good feel of game design