Gameplay

 

Game overview

In Shadow Force: Razor Unit, you are a member of the Air Force Special Operations Group. One of the elite Combat Controllers, responsible with everything from directing air strikes to controlling air traffic, you are ready to be sent in the Middle East. Trouble has arised again over there, and you will support a team of Army Rangers.

 

Controls

Default Configuration. Other settings are available on the Keyboard Options Menu.

 
COMMAND NAME
forward
backward
strafe left
strafe right
rotate left
rotate right
jump
crouch
lean left
lean right
run ON / OFF
use / pick up
notebook
fire
ready weapon
reload
firing mode
flash light
night vision
binoculars
drop ammo
drop item
no weapon
next weapon
prev weapon
toggle 1st / 3rd person
toggle HUD
primary weapon
secondary weapon
knife
equipment 1
equipment 2
say team
say all
multiplayer statistics
server info
select team
equip
check status
DEFAULT
w
s
a
d
-
-
space
left alt
q
e
left shift
u
i
mouse 1
mouse 2
r
f
l
v
b
k
tab
n
wheel up
wheel down
insert
home
1
2
3
4
5
t
y
f5
f6
f7
f8
c
ALTERNATE
up
down
left
right
-
-
numpad 0
right ctrl
del
pg down / next
right shift
return
-
-
-
backspace
end
-
divide /
multiply *
num enter
num del
-
right bracket
left bracket
-
-
numpad 4
numpad 1
numpad 7
numpad 2
numpad 5
-
-
-
-
-
-
-

 

 

Main Menu

 
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This is the game's main menu. You are able to select from the Profile menu, Single Player menu, Multiplayer menu, Options menu, Credits and exit option.

 
Profile Menu:
New - create a new player profile;
Rename - rename an existing profile;
Remove - delete an existing profile;
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Single Player Menus

 
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The Single Player screens displays the following elements:

- a list of levels currently available to the current player profile, on the left
- the briefing for the currently selected level, on the right

Whenever you complete the last level in the list, the next one will become available, until all levels are unlocked.

 

Multiplayer Menus

 
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When hosting a game you have several options at your disposal. You can name the server and password protect it if you want. You can also limit the number of players that can join the server. Also, after selecting the type of game the server will provide, you can choose the map you'll be playing on.

If you wish, you can also limit the models and weapons available to the players on the server. Choose the appropiate restriction button to do so.

When you are ready to start the game, press the Lobby button.

NOTE: You can also play against bots. Host a game, than using the console add bots with srvAddBot() command. To change bot's skill use the srvSetBotSkill(value) command (value is in 0 .. 1 range).

 

In the Kit Restrictions screen, you can limit the weapons and equipment available to the players in Deathmatch (first column) and Team Games. Additionally, the restrictions can be different for the two teams.

Using the All/None button, you can quickly select/deselect all items on a column.

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The Model Restrictions screen works in a similar way to the one described above. You will not be, however, able to select the same items for the two teams (Spec Ops and Tango)  

The Server Options window is used to change the multiplayer games rules in a flexible way.

-Kills limit: the maximum kills the player can do in a round. When someone reaches that limit the round ends.
-Respawn limit: the maximum number of respawns someone can have in a round
-Time limit: how long a round will run
-Rounds: the number of rounds until a match is decided
-Weapon in hand: Players spawn with the primary weapon in their hands when checked.
-Bullet impact fx: when checked bullet impact effects are sent between the players. Uncheck this for improved network performance
-Suicide death: how adds to the total score a suicide
-Kill: used on Deathmatch and Survival. How many points one is awarded when he kills an opponent
-Team Kill: how much will affect the total scorea a teammate kill
-Others Kill: how much will add to someones score a kill from the other team
-Player Flag Capture: How many points one is awarded for capturing the flag
-Player Flag Return: How many points one is rewarded for returning the flag to the base
-Team Flag Capture: How many points one team is awarded for capturing the flag
-Team Flag Return: How many points one team is awarded for returning the flag to the base

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The Multiplayer Lobby is the place where players can choose their weapons and models and discuss strategies, before fighting the battle.

In the upper left quarter of the screen, each player selects his personal equipment. The choices available depend on the server's kit restrictions.

In the lower right quarter you can see the model selection/visualization interface. Choose the model that you wish to be represented by. In team games, pay close attention to the other models available - to recognize and avoid shooting your team mates.

The lower left quarter displays the chat window. You may send messages to all other players or to your team mates only.

Finnaly, the upper right corner displays the player list, along with the team selection interface.

 

Options Menus

 
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The Options Menu is divided into several tabs associated with Video, Audio, Keyboard, Gameplay and other settings you can alter. In the Video tab you can choose the resolution (higher means lower framerate), color depth (higher means lower framerate), and you can alter brightness and contrast of the rendered image.  
In the Audio tab you can set music and fx volume and choose the desired audio device.
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In the Keyboard Options you can adjust your key configuration. Your changes are kept in your profile so be sure to review this menu when creating a new one.  
In the Mouse Options tab you can adjust the mouse sensitivity and behavior.
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In the Play Settings Window you can adjust the way the game looks affecting the frame rate (fluidity) of the game.

-Very high quality character LOD: High quality characters look good but will lower the frame rate.
-Level lightmap: You can uncheck this option to disable the lightmap rendering which results in higher frame rates.
-Detailed sky: When checked a high quality sky is rendered. Disable this option to increase higher frame rates.

 

Gameplay Options covers several aspects of the game, which can result in a different experience for each player.

Aiming mode:
-crosshair: a crosshair will be rendered to indicate the bullet's impact point
-realistic gunsights: an opaque gunsight will appear on the screen when aiming.
-faded gunsights: a faded gunsight will appear on the screen when aiming, providing a larger field of view.

Realistic pain effects: when checked, depending on the damage taken by the player the image will have several pain effects.

Auto Pick Weapons/Items: Check this option if you wish that your character automatically pick up items and weapons that he passes over. Regardless of how this option is set, you will need to have space in your inventory for this to happen.

Parental Lock: opens the interface for limiting the violence that you and other players using the same computer will see in this game.

Team Icons: check this option for displaying team icons (small triangles shown above each player's head, pointing downwards, indicating the colour of the team the player belongs to). This is a server option.

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In the Violence Lock window, you can limit the violence elements of the game, and change their appearance. You can also set up a password, preventing other users from modifying this settings.  

In-game Interface

 
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A - crosshair used for instinctive aiming.
B - chat/game messages area.
C - objectives update indicator. Whenever you see this icon flashing on the screen, check your notebook.
D - Player Status Screen (see below)

 

The Player Status Screen contains the following data:

A - ammo in weapon/ammo left in your pockets
B - current weapon firing mode
C - active weapon/ammo type used
D - ammo used in the weapon
E - level of armor
F - character's health indicator (green = good, red = bad)

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Weapons

 

Using weapons
As a professional military and a member of an elite force, your weapons proficiency should be second to none. You should be familiar with the operation and capabilities of the weapons that you will encounter, so take the time to read the information below.

Reloading
In real life, unlike the movies, weapons have a limited supply of ammunition. When in battle, always watch the on-screen ammo indicator. Running out of ammunition in the middle of a gunfight is dangerous for your health, so you should take the time to reload whenever approaching that state.
Some of the weapons can also hold an extra round of ammunition in the chamber. Starting with an empty weapon, load a full magazine into the weapon. The game will automatically charge it. The weapon will be ready to fire. Now, press the reload key again. You will load another full magazine into the weapon, reaching the maximum ammo capacity.

Flashlights
Handling both a gun and a flashlight at the same time is certainly not easy, and that's why some firearms have flashlights mounted on them. Aligned with the weapon's line of sight, flashlights are useful for both revealing and blinding a target. One should remember to use the flashlight judiciously as it will quickly reveal your position at night.

Firing modes
Most of the weapons and devices modeled in Shadow Force: Razor Unit offer multiple modes of fire and operation. For rifles and submachineguns, the choice is, depending on the model, between single (the gun fires one bullet at each press of the fire key), burst (the gun fires a three round burst at each press of the fire key) and full auto (the gun keeps firing as long as you press the fire key). For other devices, the choices are explained below.

Primary weapons
The primary weapon should be your first choice whenever engaging in armed combat with a threat. Unlike sidearms, these weapons may be fired and carried in two distinct modes: Pointed and Aimed. To cycle between these, press the Ready Weapon key.

Pointed fire
This is the default mode in which you hold the weapon, when selecting it. The weapon is held at waist level, and is visible in the lower part of the game's first person view. A wide open crosshair is used as aiming reference, but as you are basically only pointing the weapon at the target, large aiming errors may occur. When real accuracy is required, aimed fire should be used.
Keeping the weapon in the lower, pointed position, offers the advantage of a larger and unobstructed field of view to the area directly in front of you.

Aimed fire
Pressing the Ready Weapon key will raise the weapon to eye level, allowing you to use the weapon sights. This allows you to take full advantage of the weapon's accuracy, but obstructs your field of view. When using a scope equipped weapon, keeping down the Ready Weapon key will also increase the zoom factor of the scope to the desired level.
When the weapon is in the aimed position, it is no longer present on the screen. Instead, depending on your Aiming mode game setting (in gameplay options), you will see either a small crosshair, a transparent representation of the weapon's sights, or a full opaque version of this.
For a realistic portrayal of rifle shooting, we recommend you to choose either the opaque or transparent gun sights. The game does not, however, penalize you for using the crosshair.

Submachineguns
Compact, therefore easily concealed, with a high rate of fire and relatively easy to control when fired in full auto mode, submachineguns are often carried by Special Forces and terrorists alike. They are more accurate than handguns, but less accurate than rifles. As they fire pistol ammunition, they lack effectiveness and stopping power at long range. If used in close quarters, the SMG's lack of accuracy is no longer as important.

 

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Uzi
Weight: 5.4 kgs; Ammo used: 9x19mm; Comes with: 96 rounds; Ammo capacity: 32 rounds; Firing modes: Single Fire, Full Auto; Flashlight: Yes
Weight (unloaded): 3.57 kgs; Muzzle velocity: 390 m/s; Rate of fire: 650 rds/min
First designed in the early '50s by an Israeli Defence Forces officer, the Uzi has gained worldwide acceptance because of it's innovative (for the time) features and supreme reliability.
 

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Mp-5 Suppressed
Weight: 5 kgs; Ammo used: 9x19mm; Comes with: 90 rounds; Ammo capacity: 30 + 1 rounds; Firing modes: Single Fire, 3 Rounds Burst, Full Auto; Flashlight: Yes
Weight (unloaded): 3.46 kgs; Muzzle velocity: 284 m/s; Rate of fire: 900 rds/min
The Mp-5S uses a very effective integral sound suppressor. It is very useful whenever stealth and discretion are important to your operation.
 

Shotguns
Firing nine pellets over a broad pattern with each shell, the shotgun forgives the player for small aiming errors. The natural dispersion of the pellets will take care of that. This is a two edged sword though as at longer ranges fewer pellets will actually strike the intended target. Since the pellets also lose velocity with distance much faster than other ammunition, the shotgun shooter may find himself outgunned by any onother weapon.

Therefore, whenever faced with a distant target, the player must switch from buckshot to slug shells. To do so, he must press the "firing mode" key to change the type of the next shell to be loaded in the weapon. Keep in mind that the actual reloading will only take place when you press the "reload" key the next time. The Slugs are very powerfull and much more accuarate than buckshot is, but they are not an answer to every solution. You are still advised to use buckshot in close quarters - slugs transform your shotgun into a bolt action like weapon - which is not a good choice to face SMGs with.

Another challenge of the shotgun is its very limited ammo supplyas compared to any other weapon. The actual figure varies with model, but as reload is very slow (one shell at a time), you should always pay more attention to this when handling a shotgun.

With practice, you will become more accustomed to the "art" of this very versatile weapon.

 

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M870 Mk.5 Entry Shotgun
Weight: 3.6 kgs; Ammo used: 12 Gauge 00 Buckshot; Comes with: 25 shells;
Ammo capacity: 5 + 1 rounds;Firing modes: Single Fire; Flashlight: Yes
Weight (unloaded): 2.3 kgs; Muzzle velocity: 350 m/s;
The short barrel length of this shotgun makes it an ideal weapon for close quarters action.
 

Rifles
As the most common weapons in the hands of today's soldiers, rifles offer great accuracy at all ranges. Their drawback is their increased recoil, which makes hitting distant targets with bursts of automatic fire much more difficult. Generally, rifles should be fired only in burst mode with careful aimed shots. A few well placed shots are all that is needed to take down most assailants.

 

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M4 Carbine
Weight: 3.95 kgs; Ammo used: 5.56x45mm; Comes with: 90 rounds; Ammo capacity: 30 + 1 rounds; Firing modes: Single Fire, 3 Rounds Burst, Full Auto; Flashlight: Yes
Weight (unloaded): 2.56 kgs; Muzzle velocity: 885 m/s; Rate of fire: 800 rds/min
The latest carbine riflein the M16 family of rifles, the M4 has got a four position retractable stock and a heavy, contoured, barrel. A very good overall weapon, it is excellent for both close quarters and long range engagements.
 

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Model 1947 Assault Rifle
Weight: 6 kgs; Ammo used: 7.62x39mm; Comes with: 90 rounds; Ammo capacity: 30 + 1 rounds; Firing modes: Single Fire, Full Auto; Flashlight: Yes
Weight (unloaded): 4.3 kgs; Muzzle velocity: 710 m/s; Rate of fire: 775 rds/min
This is probably the most famous assault rifle of modern times. Not really accurate and only effective at medium ranges, it is however a reliable weapon under the toughest conditions. It has seen service all across the globe, in the hands of military, guerrilla and terrorist forces.

 

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XM36
Weight: 4.68 kgs; Ammo used: 5.56x45mm; Comes with: 90 rounds; Ammo capacity: 30 + 1 rounds; Firing modes: Single Fire, Full Auto; Flashlight: Yes
Weight (unloaded): 3.4 kgs; Muzzle velocity: 920 m/s; Rate of fire: 750 rds/min
Recently adopted by the German Army, the Uniformed Division Rifle has a 18.9" barrel, which makes for reasonable performance with the 5.56x45mm round.
Its very high reliability and accuracy have made it a hit with law enforcement agencies within the United States.
 

Sniper rifles
Boasting extreme accuracy and long range effectiveness, the sniper rifles are best used from static positions. The scopes mounted on them also offer high levels of magnification, which can help in detecting and shooting a target that behind cover.

At close range, the weight and length of these rifles put them at a disadvantage when opposing a submachinegun. Because of this, having a friend watch your back while sniping is a viable tactic in our game, as it is in real life.

 

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M25 Sniper Rifle
Weight: 6.86 kgs; Ammo used: 7.62x51mm; Comes with: 40 rounds; Ammo capacity: 20 + 1 rounds; Firing modes: Single Fire; Flashlight: No
Weight (unloaded): 5.4 kgs; Muzzle velocity: 875 m/s
Recently adopted by the Navy SEALs and other Special Forces around the world, the M25 is a good choice whenever mobility and fost follow-up shots are important
 

Heavy Weapons

 

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Rocket Propelled Grenade Launcher / Stinger

The Soviet origin RPG first appeared in the early '60s. Widely used by the countries
of the Warsaw Pact and guerrilla forces from all over the world, the model is capable of penetrating a foot of armor at ranges over 300 meters.

The American AA Launcher is a very succesfull weapon used to take down low flying aircraft and helicopters.

Because of their size and weight, you will not be able to shoot these weapons on the run. Slow down to a walk, and keep in mind that the rocket only arms itself after travelling a certain distance. Hitting a target located any closer will only bring you an embarrassment.

 

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XM179 Grenade Launcher

An experimental model in testing with the Special Operations Command, the XM179 can quickly shoot 6 grenades, effectively saturating the target area with explosions. The grenades will not explode if the target hit is too close, so do not use this weapon as a close assault weapon.

 


Sidearms
There is an old saying that goes like this: If you know there's going to be trouble, bring a rifle. Handguns are by definition defensive weapons, and are only to be used as backup for when your primary weapon goes empty, if you have the choice.
As most of the handgun shooting should be taking place in close quarters, in our game it is done instinctively and without the use of the sights. This does not mean, however, that it must be performed in a careless way. Your personal issued handgun is a stock M9 semi-automatic pistol. Train with it, as it may save your life someday.

 

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M9
Weight: 1.43 kgs; Ammo used: 9x19mm; Comes with: 31 rounds; Ammo capacity: 15 + 1 rounds; Firing modes: Single Fire; Flashlight: No
Weight (unloaded): 0.95 kgs; Muzzle velocity: 365 m/s
Adopted by the US Army, after extensive trials, the M9 is truly a reliable weapon. The
9mm cartridge translates into larger magazine capacity and less recoil, which is a plus
with many users.
 

Other Equipment

 

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Knife
Your personal survival/utility knife is very useful for survival in all senses of the world. Using it, you can slice the throat of an opponent in one strike, provided that you place yourself in the right position and approach carefuly.
 

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Remote Detonated Explosives
Weight: 5 kgs; Contains: 4 charges; Wounding radius: 11 m
A C4 charge set off by remote detonator. To place the charge in the level press the "fire" key.
A detonator will appear in your hand, allowing you to set off the bomb(s) you have placed. Pressing the "firing mode" key switches between the detonator and additional charges.
 

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Tripwire Detonated Explosives
Weight: 5 kgs; Contains: 4 charges; Wounding radius: 11 m
A C4 pack detonated by laser tripwire. The charge is detonated when the wire changes length.
The laser beam is almost invisible in light. Darkness and night vision goggles will reveal it easily.
 

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Frag Grenades; Weight: 1.84 kgs; Contains: 4 grenades; Wounding radius: 8 m
A small explosive device that throws deadly metal fragments all around the detonation point.
It can be used to reach enemies that are hiding behind thick cover, provided that you are able to place the grenade in the right spot.
Grenades are controlled by the following keys:
- firing mode: cycles between throwing and rolling the grenade.
- ready weapon: primes the grenade. Once this is done the grenade fuse burns for 5 seconds. Failing to throw the grenade before this time passes will result in a very unpleasant experience.
- fire: primes the grenade if necessary and then throws it.
Always remember that a grenade can be escaped or even picked up and thrown back by the enemy if he is given time. Therefore, "cook off" the grenade by priming it and counting 2-3 seconds before
throwing it.
The strength of the throw is determined by the time you keep the "fire" button pressed down. A "strength meter bar" appears on the screen during this process.
 

Setting up a dedicated multiplayer server

 

To start up the dedicated server you'll have to use the command line options when starting up the game. Either edit the game's shortcut properties or launch a command prompt window. To do this press Start then Run and type in: "command" and hit Enter. Change the directory using the "cd" command using the following syntax: "cd <Razor's install directory\Bin>" where <Razor's install directory> is usually: "c:\Program Files\Activision Value\FUN labs\Razor Unit\". Launch the game (only multiplayer deathmatch) using the following command:

razor -console -dedicated -map <map_name> -maxplayers <no_players> [additional options]

command line parameters:

sleep - If you experience problems with music, you can use this command line or 'useSleep 1' console command.
maxfps - value lock max framerate on server
port value - change client connection port
map map_name - load specified map name as multiplayer deathmatch
nointro - skip intro movies
dedicated - start a dedicated server
join host_name - joins specified host
password pass - specify a password for hosting or connecting (not used from menus)
maxplayers value - specifies the maximum players count on server (default = 16)
console - console window for Win2k (`key - brings up the console)
console98 - console window for Win9x (`key - brings up the console)

 

 


For more information please visit:


http://www.activisionvalue.com/

 

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We don't claim to be normal.



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