GamingHyena's Guide to America's Army Training FAQ v1.3
America's Army can be quite frustrating because so much of the game
depends
on the successful completion of your training. Therefore, I created FAQ to help
you
complete the training so you can get on with the game.
*NOTE*
This FAQ cannot be put on any website, public or private, without express
permission of
the author. Want permission? E-mail: Happyhyena2000@yahoo.com. Also, if you
provide a tip I can use, I will credit you in the next version of the FAQ.
Check out my website for reviews and more walkthroughs at
http://gaminghyena.tripod.com/
Comments? AIM me at Screename GamingHyena2000
Copyright 2003 All rights reserved.
*NOTE*
The following websites have my permission to post this FAQ (as of 3/20/03). If
you see it on any
unauthorized sites, please let me know:
http://gaminghyena.tripod.com/
http://www.cheatcc.com/
http://www.gamefaqs.com/
http://www.actiontrip.com/
http://faqs.ign.com/
http://www.neoseeker.com/
*NOTE*
Version 1.0: Initial Release (3/24/03)
Version 1.1: Added Expert Marksmanship training (3/26/03)
Version 1.2: Fixed typos, minor errors (3/28/03)
version 1.3: Added list of sites where FAQ can be published, added AIM
screename (4/4/03)
Table of Contents:
1. Copyright Information
2. Version History
3. Basic Training
4. Airborne School
5. Advanced Marksmanship
Basic Training:
Rifle Marksmanship:
Background:
Ah, the joys of Rifle Marksmanship. This is one of the most frustrating
training
missions in the entire game. Although easy to pass, it can be quite difficult
to master.
Objectives:
-23 hits: Marksman (lowest level required to pass)
-30 hits: Sharpshooter
-36 hits: Expert Marksman (required for sniper training)
You begin with the drill instructor informing you of the basics of the
Rifle
Marksmanship training course. You get 40 targets, and 40 bullets. You only
need to hit
23 targets to pass, although you'll want to hit more if you want access to
sniper weapons
(and who doesn't). When the instructor finishes speaking, walk over to your
right and
pick up the M16A2 rifle and ammo from the table and proceed to firing point 9
(go
outside the gate and head right). Alternatively, you can just stand there for a
while and you
will be teleported over to firing point 9 with your gun.
Now you get the chance to fire 4 clips of ammo into the targets to the
front of
you. Two clips will be in the standing position, and two will be in the
unsupported
position (i.e. you can stand, crouch, or lay down). You must wait until the
instructor
says, "commence firing" to start shooting, or he blows his whistle and you have
to start
over. Alternatively, fire only in front of you. Shooting anywhere else (such
as at the
soldier in the observation tower or at the recruit to the far right you of will
result in you
starting over. Also, killing the instructor (and believe me after retrying a
few times you'll
want to) will result in a lengthy stay at Ft. Leavenworth. The first time you
try and
qualify, I recommend using your shots to try and hit targets while zoomed. For
the rest
of you who are just trying to qualify for Expert Marksman, I find rapidly
clicking in
semi-automatic mode is quicker than burst mode in finishing the hated practice
rounds.
Now comes the tricky part: the qualifying trial. You get 20 rounds
standing and
20 lying down. Remember that you only get 40 targets, so although you don't
have to hit
every one you shouldn't be too choosy. You will also need to reload your weapon
before
you qualify, so don't forget. There are two basic methods for succeeding on the
firing
range, so try both and see which better fits your style.
Continuous Zoom:
As the name implies, you will be zoomed in for the entire exercise.
This allows
you to react quickly and hit the target sooner (they only stay up for a few
seconds). The
main downside is that your soldier's constant loud breathing throws off your
aim.
However, it is still possible to shoot accurately if you know when to fire
during his
breathing cycle. You can fire accurately just after the soldier breathes in or
out (listen for
the distinctive "Wheeee," and "Whoooo" sounds). Be careful, since you only have
a
window of about a second to aim and fire before he inhales/exhales again. When
scanning for targets, move the scope down so that you can see the range on the
upper half
of your screen. However, since your soldier breathes regularly, you can easily
time your
shots to coincide with his breathing cycle.
Snap Shot:
Snap shot refers to seeing the target, then quickly going into zoom mode
and
firing. The advantage to this method over Continuous Zoom is that you don't
have to
contend with the breathing problem. The main disadvantages are that you don't
have a
lot of time to properly aim you shot, and if you wait too long your soldier will
start to
breathe and throw off your aim. If you choose this route, aim your rifle at the
target and
then use the scope to make any minor adjustments before firing.
However you ultimately choose to shoot, using the scope is a must.
Without it, you
have almost no chance of hitting faraway targets. When aiming, try and have the
black
bar in the middle of the scope cover the body of the target (where you can only
see its
head). The first 20 rounds are where you will make or break your qualifying
trial (when
you are standing up). Since it is more difficult to accurately hit targets when
standing,
you must make sure you don't waste your misses (remember, you can miss 4 rounds
and
still qualify as an Expert Marksman). Also, if you miss a target the first
time, do not try
for it again (unless you have too many missed targets already). Some targets
seem to
have force fields around them that makes them bulletproof, meaning you can waste
your
shots on them all day and not hit them.
Obstacle Course:
Background:
With the horrors of the rifle range behind you, you can now advance to
the next
training mission. The obstacle course will introduce you to the basics of
movement in
America's Army by having you maneuver around the course.
Objectives:
-Complete the obstacle course in under 1:30
Courage:
Once the instructor is finished explaining the basics of the course, move
forward
and sidestep (strafe) through the mini maze, staying in the white lane of the
course. The
next part of the course teaches basic jumping and crawling skills. You must
crawl, jump,
and crawl again under the logs to pass this part. Simply crouching down isn't
enough;
you must lie down to get under the logs. If you find yourself unable to get
into the
crawling position, you may be standing too close to an object. Take a step back
and try
again.
Honor:
Next comes the climbing portion. Climb up the wooden ladder and walk across
the beam. It's best to look down at the beam when walking and try and keep the
beam in
a straight line in your vision. Instead of climbing down, you can simply jump
off the
beam; it will save you time during your timed run of the course.
Integrity:
You are faced with a wooden wall with handhelds. It is too big to jump
over, so
obviously you must climb it. Look up and move forward when facing the wall to
climb
over it.
Loyalty:
This part of the course combines you skill of climbing with your skill
of walking
forward. Just climb up the ladder and walk across the planks (don't worry, you
won't fall
through them). You can then either climb down the net on the opposite side, or
simply
jump down (and be treated to a sickening crunch when you hit the ground).
Respect:
In keeping with the previous theme of "you'd have to be a retard not to
pass this
course," the instructors challenge you with a tube to get through. But you'll
show them!
Simply crouch and walk through the tube. Now who's Mr. Smartypants? Hmm?
Service:
You must now walk across a thin beam over a sand pit. Although easy,
you might
want to fall just once to spite the instructor who has an unnatural attraction
to his "freshly
raked sand pit."
Courage:
Your final obstacle consists of rows of barbed wire you must pass
under. Just lie
down and crawl underneath all the barbed wire to finish the course. There,
wasn't that
fun?
Now you are ready for the timed part of the course. Simply navigate the
course
again under a minute thirty seconds to pass. Since the instructor doesn't stop
you at
every point like he did before, this should be easy for you (although he seems
very
impressed in your ability to perform these simple tasks).
US Weapons:
Background:
Now you get to handle the fun stuff. Heavy weapons abound in this
mission, and
best of all – no marksmanship test!
Objectives:
-Familiarize yourself with U.S. infantry weapons
Walk over to the M249 SAW and pick it and the ammo up by using
the "action"
command (default button: E). On the firing range, you can try and hit the tanks
or (your
old arch nemesis) the red targets. Once you're done spraying the field with
inaccurate
fire, proceed to the next table.
You get the M203. It's like the M16, but with a grenade launcher
attached. You
ought to fire off a few grenades (default button: H) because they make this
comical
"boink" sound when you lob one off. And just in case you were wondering, no you
cannot shoot one at the ground and blow yourself up. You only get practice
grenades
(and a good thing too if you were planning on using them to blow yourself up).
Next come the smoke and frag grenades. Those of you who have suicidal
tendencies can rejoice in the knowledge that these are live grenades that can
kill you.
However, you might want to throw a few onto the range to see what they're like.
Also,
you can "cook" a grenade by holding it in your hand and then throwing. Remember
that
the grenade only has a 5 second fuse, and you don't want to be holding it when
it goes
off.
If for whatever reason you don't want to try the weapons, you don't have
to. Just
walk up the stairs at the far end of the range to complete the mission.
MOUT Training:
Background:
Although MOUT sounds like the noise an agitated barnyard animal might
make,
it actually stands for Military Operations in Urban Terrain. As the name
implies, you
will spend the course in an urban setting (actually just a big building with a
bunch of
doors) and have to differentiate between friend and foe. For those of you who
are old
enough to remember, it's a lot like Hogan's Alley for the NES.
Objectives:
-Shoot target Charlie
-Shoot target Bravo
-Shoot target Alpha
-Unlock door in dark
-Cross finish line
When you first start out, you are told that you should throw a flashbang
grenade into the room to stun your opponents, then rush into the room before the
effects
wear out. Actually, all that's required of you is to shoot the three cardboard
cutouts of
the terrorists (one is to your left behind some tires, one is in the window to
your right, and
one is in the upper lefthand corner). They won't fire back, so you can take
your time if
you choose. When all three are shot, the door will open. Inside the next room
are a
doorway and a ladder leading down. Take the ladder down and crawl through the
tube
(the doorway just leads behind the window where you shot the terrorist. Turn on
your
night vision goggles (default button: V) and you should see a person behind the
grate up
ahead. This person is a civilian; so don't shoot him (although you have to
wonder what a
civilian is doing in a pipe). Take a right and go down the pipe. At the end of
the pipe is
yet another person behind the grate, but this one is a terrorist. Shoot him and
follow the
pipe out until you see a group of terrorists (don't forget about the other
terrorist in the
final pipe to the right).
Shoot the three terrorists in the room and head out the door. Continue
down the
hall, shooting terrorists along the way (use your night vision goggles to get
the all). You
should come to a locked door. Face the door and hold the "use" command to pick
the
lock. Head right and you should see a ladder. Climb the ladder and go through
the
doorway. Shoot the terrorists and go through the doorway (by the civilian in
and yellow
jacket). Follow the hall down and open the final door. Walk outside to finish
the
mission. Since you have finished basic training, you are now able to play
online.
Airborne School:
250' Tower:
Background:
Finishing Airborne School allows you access to the 82nd airborne
division as well
as Ranger School. But first, you must successfully parachute off a 250 foot
training
tower. Given the difficulty in making a safe landing plus the game's rather
lackluster
instructions, this is easier said than done.
Objectives:
-Successfully parachute off the training tower
Airborne training is conducted at Fort Benning, Georgia. The instructor
tells you
the basics of airborne training and leaves you with one very important bit of
information:
"Make sure you are facing 90 degrees from the direction you are moving and flare
before
hitting the ground and go into a PLF."
What this basically boils down to is: look straight ahead when you are
about to
land if you don't want to be 2 feet shorter. The easiest way to tell if you are
looking
straight ahead is if you can see equal parts of both your left and right hands
at the very
top of your screen. Of course, since you start the mission looking straight
ahead, as long
as you don't move your mouse you won't have to worry about that.
When you reach the top of the tower, you get the second vital piece of
information for parachuting safely:
"Press to flare your parachute and slow you descent before
landing. Be careful: flaring too soon or too often can lead to a premature
collapse of the
parachute."
Unfortunately, the game isn't nice enough to tell you when "too soon"
or "too
often" is, so I've developed a good rule of thumb for flaring the chute at the
right time.
At the top of the tower, the instructor will say what sounds like "sixty-nine
times sixty-
nine times sixty-nine times" and then you will drop. When you drop, repeat to
yourself
"sixty-nine times sixty-nine times sixty-nine times" at the same rate as your
instructor
said it, and then flare the chute. When you flare the chute, just tap
the "flare" button a
few times before you hit the ground. You can only flare your chute about 3
times before
it collapses, so don't tap the button too quickly. With any luck you will land
safely (your
soldier automatically rolls when he hits the ground) and pass the mission.
Live Jump:
Background:
Your final jump is from an airplane flying at 1,250 feet. Furthermore,
you must
land within the designated circle to pass the mission. Although slightly more
difficult
than the training tower, it can be done on the first try with proper
instruction. Oh, did I
mention it was being done at night?
Objectives:
-Successfully parachute from a C-17 Globemaster
-You must land within the circle to pass the mission
Again, this jump can be done easily provided your timing isn't off. You
start the
mission looking out the door of the airplane. Pay attention to the lights near
the doorway.
They flash from red to yellow to green to signify when you are to jump. Once
outside the
aircraft move forward and left towards the drop zone. Your goal is to get as
close to the
green smoke as possible. All the meanwhile, you should be counting "one and two
and
three and four…" all the way up to twelve. When you hit twelve, you should
flare your
chute. This will slow you down some. By this time you should be facing
forward. Flare
it again about a second later to slow down even more and you should hit the
ground. You
will go into a roll and with any luck end up still inside the circle.
Congratulations, you
just earned your airborne wings!
Expert Marksmanship
M-24 Range:
Background:
Congradulations! You finally made Expert Marksman. Welcome to sniper
school. You will be training
with the M-24 Sniper Rifle.
Objectives:
-Hit the white target. You only get one shot.
All snipers live by a simple rule, "one shot, one kill." Unfortunately,
this will be your standard
as well when qualifying for this course. The good news for you is that you only
have to be accurate once to
qualify. Therefore, I would suggest training a little before you have to make
it count (if you choose not to train you can simply
train you can simply walk off the range to begin your qualifying shot). At
these ranges,
hitting a target is virtually impossible unless you take the following steps
first:
1) Drop to the ground
2) Make sure there are no obstructions and you have a clear shot
3) Use the tripod (default button: H)
4) Make sure you take the shot at the right time during your breathing cycle.
You have all the time in the world to make the shot, so only take it
when you are good and ready.
Scan the range and find the white target. Get into position and aim the cursor
at the target. You will
notice how much breathing affects your aim, so remember to shoot only after
the "Wheeee" and "Whoooo" when
you aim is at its best. Finally, try to aim at the head of the target, since
there seems to be a slight
drop in the path of a bullet at these ranges. This is a lot easier than
qualifying for Expert Marksman,
so relax and only fire when you feel ready.
M-82 Range.
Background:
The M-82 is the big brother to the M-24, firing a whopping 50 caliber
shot. This will allow you
to take on both infantry and vehicles with ease.
Objective:
-Destroy unexploded ordinance. You only get one shot.
This rifle handles a little differently from the M-24, so you might want
a few practice shots.
The recoil on the M-82 is unbelieveable, and is so powerful you will be jolted
out of zoom mode when you fire.
Your job in this case is to destroy an unexploded mortar shell. Line up your
shot using the same steps as
the M-24 and look for the mortal shell. It looks like a typical image of a bomb
(actually, it looks like
a giant chicken leg sticking out of the ground). When you have located the
shell, aim for the top white
portion of the shell and fire. That should give you enough height to compensate
for the distance and allow
you to pass the course.
GamingHyena's Guide to America's Army Training FAQ v1.3
America's Army can be quite frustrating because so much of the game
depends
on the successful completion of your training. Therefore, I created FAQ to help
you
complete the training so you can get on with the game.
*NOTE*
This FAQ cannot be put on any website, public or private, without express
permission of
the author. Want permission? E-mail: Happyhyena2000@yahoo.com. Also, if you
provide a tip I can use, I will credit you in the next version of the FAQ.
Check out my website for reviews and more walkthroughs at
http://gaminghyena.tripod.com/
Comments? AIM me at Screename GamingHyena2000
Copyright 2003 All rights reserved.
*NOTE*
The following websites have my permission to post this FAQ (as of 3/20/03). If
you see it on any
unauthorized sites, please let me know:
http://gaminghyena.tripod.com/
http://www.cheatcc.com/
http://www.gamefaqs.com/
http://www.actiontrip.com/
http://faqs.ign.com/
http://www.neoseeker.com/
*NOTE*
Version 1.0: Initial Release (3/24/03)
Version 1.1: Added Expert Marksmanship training (3/26/03)
Version 1.2: Fixed typos, minor errors (3/28/03)
version 1.3: Added list of sites where FAQ can be published, added AIM
screename (4/4/03)
Table of Contents:
1. Copyright Information
2. Version History
3. Basic Training
4. Airborne School
5. Advanced Marksmanship
Basic Training:
Rifle Marksmanship:
Background:
Ah, the joys of Rifle Marksmanship. This is one of the most frustrating
training
missions in the entire game. Although easy to pass, it can be quite difficult
to master.
Objectives:
-23 hits: Marksman (lowest level required to pass)
-30 hits: Sharpshooter
-36 hits: Expert Marksman (required for sniper training)
You begin with the drill instructor informing you of the basics of the
Rifle
Marksmanship training course. You get 40 targets, and 40 bullets. You only
need to hit
23 targets to pass, although you'll want to hit more if you want access to
sniper weapons
(and who doesn't). When the instructor finishes speaking, walk over to your
right and
pick up the M16A2 rifle and ammo from the table and proceed to firing point 9
(go
outside the gate and head right). Alternatively, you can just stand there for a
while and you
will be teleported over to firing point 9 with your gun.
Now you get the chance to fire 4 clips of ammo into the targets to the
front of
you. Two clips will be in the standing position, and two will be in the
unsupported
position (i.e. you can stand, crouch, or lay down). You must wait until the
instructor
says, "commence firing" to start shooting, or he blows his whistle and you have
to start
over. Alternatively, fire only in front of you. Shooting anywhere else (such
as at the
soldier in the observation tower or at the recruit to the far right you of will
result in you
starting over. Also, killing the instructor (and believe me after retrying a
few times you'll
want to) will result in a lengthy stay at Ft. Leavenworth. The first time you
try and
qualify, I recommend using your shots to try and hit targets while zoomed. For
the rest
of you who are just trying to qualify for Expert Marksman, I find rapidly
clicking in
semi-automatic mode is quicker than burst mode in finishing the hated practice
rounds.
Now comes the tricky part: the qualifying trial. You get 20 rounds
standing and
20 lying down. Remember that you only get 40 targets, so although you don't
have to hit
every one you shouldn't be too choosy. You will also need to reload your weapon
before
you qualify, so don't forget. There are two basic methods for succeeding on the
firing
range, so try both and see which better fits your style.
Continuous Zoom:
As the name implies, you will be zoomed in for the entire exercise.
This allows
you to react quickly and hit the target sooner (they only stay up for a few
seconds). The
main downside is that your soldier's constant loud breathing throws off your
aim.
However, it is still possible to shoot accurately if you know when to fire
during his
breathing cycle. You can fire accurately just after the soldier breathes in or
out (listen for
the distinctive "Wheeee," and "Whoooo" sounds). Be careful, since you only have
a
window of about a second to aim and fire before he inhales/exhales again. When
scanning for targets, move the scope down so that you can see the range on the
upper half
of your screen. However, since your soldier breathes regularly, you can easily
time your
shots to coincide with his breathing cycle.
Snap Shot:
Snap shot refers to seeing the target, then quickly going into zoom mode
and
firing. The advantage to this method over Continuous Zoom is that you don't
have to
contend with the breathing problem. The main disadvantages are that you don't
have a
lot of time to properly aim you shot, and if you wait too long your soldier will
start to
breathe and throw off your aim. If you choose this route, aim your rifle at the
target and
then use the scope to make any minor adjustments before firing.
However you ultimately choose to shoot, using the scope is a must.
Without it, you
have almost no chance of hitting faraway targets. When aiming, try and have the
black
bar in the middle of the scope cover the body of the target (where you can only
see its
head). The first 20 rounds are where you will make or break your qualifying
trial (when
you are standing up). Since it is more difficult to accurately hit targets when
standing,
you must make sure you don't waste your misses (remember, you can miss 4 rounds
and
still qualify as an Expert Marksman). Also, if you miss a target the first
time, do not try
for it again (unless you have too many missed targets already). Some targets
seem to
have force fields around them that makes them bulletproof, meaning you can waste
your
shots on them all day and not hit them.
Obstacle Course:
Background:
With the horrors of the rifle range behind you, you can now advance to
the next
training mission. The obstacle course will introduce you to the basics of
movement in
America's Army by having you maneuver around the course.
Objectives:
-Complete the obstacle course in under 1:30
Courage:
Once the instructor is finished explaining the basics of the course, move
forward
and sidestep (strafe) through the mini maze, staying in the white lane of the
course. The
next part of the course teaches basic jumping and crawling skills. You must
crawl, jump,
and crawl again under the logs to pass this part. Simply crouching down isn't
enough;
you must lie down to get under the logs. If you find yourself unable to get
into the
crawling position, you may be standing too close to an object. Take a step back
and try
again.
Honor:
Next comes the climbing portion. Climb up the wooden ladder and walk across
the beam. It's best to look down at the beam when walking and try and keep the
beam in
a straight line in your vision. Instead of climbing down, you can simply jump
off the
beam; it will save you time during your timed run of the course.
Integrity:
You are faced with a wooden wall with handhelds. It is too big to jump
over, so
obviously you must climb it. Look up and move forward when facing the wall to
climb
over it.
Loyalty:
This part of the course combines you skill of climbing with your skill
of walking
forward. Just climb up the ladder and walk across the planks (don't worry, you
won't fall
through them). You can then either climb down the net on the opposite side, or
simply
jump down (and be treated to a sickening crunch when you hit the ground).
Respect:
In keeping with the previous theme of "you'd have to be a retard not to
pass this
course," the instructors challenge you with a tube to get through. But you'll
show them!
Simply crouch and walk through the tube. Now who's Mr. Smartypants? Hmm?
Service:
You must now walk across a thin beam over a sand pit. Although easy,
you might
want to fall just once to spite the instructor who has an unnatural attraction
to his "freshly
raked sand pit."
Courage:
Your final obstacle consists of rows of barbed wire you must pass
under. Just lie
down and crawl underneath all the barbed wire to finish the course. There,
wasn't that
fun?
Now you are ready for the timed part of the course. Simply navigate the
course
again under a minute thirty seconds to pass. Since the instructor doesn't stop
you at
every point like he did before, this should be easy for you (although he seems
very
impressed in your ability to perform these simple tasks).
US Weapons:
Background:
Now you get to handle the fun stuff. Heavy weapons abound in this
mission, and
best of all – no marksmanship test!
Objectives:
-Familiarize yourself with U.S. infantry weapons
Walk over to the M249 SAW and pick it and the ammo up by using
the "action"
command (default button: E). On the firing range, you can try and hit the tanks
or (your
old arch nemesis) the red targets. Once you're done spraying the field with
inaccurate
fire, proceed to the next table.
You get the M203. It's like the M16, but with a grenade launcher
attached. You
ought to fire off a few grenades (default button: H) because they make this
comical
"boink" sound when you lob one off. And just in case you were wondering, no you
cannot shoot one at the ground and blow yourself up. You only get practice
grenades
(and a good thing too if you were planning on using them to blow yourself up).
Next come the smoke and frag grenades. Those of you who have suicidal
tendencies can rejoice in the knowledge that these are live grenades that can
kill you.
However, you might want to throw a few onto the range to see what they're like.
Also,
you can "cook" a grenade by holding it in your hand and then throwing. Remember
that
the grenade only has a 5 second fuse, and you don't want to be holding it when
it goes
off.
If for whatever reason you don't want to try the weapons, you don't have
to. Just
walk up the stairs at the far end of the range to complete the mission.
MOUT Training:
Background:
Although MOUT sounds like the noise an agitated barnyard animal might
make,
it actually stands for Military Operations in Urban Terrain. As the name
implies, you
will spend the course in an urban setting (actually just a big building with a
bunch of
doors) and have to differentiate between friend and foe. For those of you who
are old
enough to remember, it's a lot like Hogan's Alley for the NES.
Objectives:
-Shoot target Charlie
-Shoot target Bravo
-Shoot target Alpha
-Unlock door in dark
-Cross finish line
When you first start out, you are told that you should throw a flashbang
grenade into the room to stun your opponents, then rush into the room before the
effects
wear out. Actually, all that's required of you is to shoot the three cardboard
cutouts of
the terrorists (one is to your left behind some tires, one is in the window to
your right, and
one is in the upper lefthand corner). They won't fire back, so you can take
your time if
you choose. When all three are shot, the door will open. Inside the next room
are a
doorway and a ladder leading down. Take the ladder down and crawl through the
tube
(the doorway just leads behind the window where you shot the terrorist. Turn on
your
night vision goggles (default button: V) and you should see a person behind the
grate up
ahead. This person is a civilian; so don't shoot him (although you have to
wonder what a
civilian is doing in a pipe). Take a right and go down the pipe. At the end of
the pipe is
yet another person behind the grate, but this one is a terrorist. Shoot him and
follow the
pipe out until you see a group of terrorists (don't forget about the other
terrorist in the
final pipe to the right).
Shoot the three terrorists in the room and head out the door. Continue
down the
hall, shooting terrorists along the way (use your night vision goggles to get
the all). You
should come to a locked door. Face the door and hold the "use" command to pick
the
lock. Head right and you should see a ladder. Climb the ladder and go through
the
doorway. Shoot the terrorists and go through the doorway (by the civilian in
and yellow
jacket). Follow the hall down and open the final door. Walk outside to finish
the
mission. Since you have finished basic training, you are now able to play
online.
Airborne School:
250' Tower:
Background:
Finishing Airborne School allows you access to the 82nd airborne
division as well
as Ranger School. But first, you must successfully parachute off a 250 foot
training
tower. Given the difficulty in making a safe landing plus the game's rather
lackluster
instructions, this is easier said than done.
Objectives:
-Successfully parachute off the training tower
Airborne training is conducted at Fort Benning, Georgia. The instructor
tells you
the basics of airborne training and leaves you with one very important bit of
information:
"Make sure you are facing 90 degrees from the direction you are moving and flare
before
hitting the ground and go into a PLF."
What this basically boils down to is: look straight ahead when you are
about to
land if you don't want to be 2 feet shorter. The easiest way to tell if you are
looking
straight ahead is if you can see equal parts of both your left and right hands
at the very
top of your screen. Of course, since you start the mission looking straight
ahead, as long
as you don't move your mouse you won't have to worry about that.
When you reach the top of the tower, you get the second vital piece of
information for parachuting safely:
"Press to flare your parachute and slow you descent before
landing. Be careful: flaring too soon or too often can lead to a premature
collapse of the
parachute."
Unfortunately, the game isn't nice enough to tell you when "too soon"
or "too
often" is, so I've developed a good rule of thumb for flaring the chute at the
right time.
At the top of the tower, the instructor will say what sounds like "sixty-nine
times sixty-
nine times sixty-nine times" and then you will drop. When you drop, repeat to
yourself
"sixty-nine times sixty-nine times sixty-nine times" at the same rate as your
instructor
said it, and then flare the chute. When you flare the chute, just tap
the "flare" button a
few times before you hit the ground. You can only flare your chute about 3
times before
it collapses, so don't tap the button too quickly. With any luck you will land
safely (your
soldier automatically rolls when he hits the ground) and pass the mission.
Live Jump:
Background:
Your final jump is from an airplane flying at 1,250 feet. Furthermore,
you must
land within the designated circle to pass the mission. Although slightly more
difficult
than the training tower, it can be done on the first try with proper
instruction. Oh, did I
mention it was being done at night?
Objectives:
-Successfully parachute from a C-17 Globemaster
-You must land within the circle to pass the mission
Again, this jump can be done easily provided your timing isn't off. You
start the
mission looking out the door of the airplane. Pay attention to the lights near
the doorway.
They flash from red to yellow to green to signify when you are to jump. Once
outside the
aircraft move forward and left towards the drop zone. Your goal is to get as
close to the
green smoke as possible. All the meanwhile, you should be counting "one and two
and
three and four…" all the way up to twelve. When you hit twelve, you should
flare your
chute. This will slow you down some. By this time you should be facing
forward. Flare
it again about a second later to slow down even more and you should hit the
ground. You
will go into a roll and with any luck end up still inside the circle.
Congratulations, you
just earned your airborne wings!
Expert Marksmanship
M-24 Range:
Background:
Congradulations! You finally made Expert Marksman. Welcome to sniper
school. You will be training
with the M-24 Sniper Rifle.
Objectives:
-Hit the white target. You only get one shot.
All snipers live by a simple rule, "one shot, one kill." Unfortunately,
this will be your standard
as well when qualifying for this course. The good news for you is that you only
have to be accurate once to
qualify. Therefore, I would suggest training a little before you have to make
it count (if you choose not to train you can simply
train you can simply walk off the range to begin your qualifying shot). At
these ranges,
hitting a target is virtually impossible unless you take the following steps
first:
1) Drop to the ground
2) Make sure there are no obstructions and you have a clear shot
3) Use the tripod (default button: H)
4) Make sure you take the shot at the right time during your breathing cycle.
You have all the time in the world to make the shot, so only take it
when you are good and ready.
Scan the range and find the white target. Get into position and aim the cursor
at the target. You will
notice how much breathing affects your aim, so remember to shoot only after
the "Wheeee" and "Whoooo" when
you aim is at its best. Finally, try to aim at the head of the target, since
there seems to be a slight
drop in the path of a bullet at these ranges. This is a lot easier than
qualifying for Expert Marksman,
so relax and only fire when you feel ready.
M-82 Range.
Background:
The M-82 is the big brother to the M-24, firing a whopping 50 caliber
shot. This will allow you
to take on both infantry and vehicles with ease.
Objective:
-Destroy unexploded ordinance. You only get one shot.
This rifle handles a little differently from the M-24, so you might want
a few practice shots.
The recoil on the M-82 is unbelieveable, and is so powerful you will be jolted
out of zoom mode when you fire.
Your job in this case is to destroy an unexploded mortar shell. Line up your
shot using the same steps as
the M-24 and look for the mortal shell. It looks like a typical image of a bomb
(actually, it looks like
a giant chicken leg sticking out of the ground). When you have located the
shell, aim for the top white
portion of the shell and fire. That should give you enough height to compensate
for the distance and allow
you to pass the course.
America's Army: Operations Weapons FAQ
By: Mike Hamlin 5/14/03 cmhamlin@mchsi.com
Table of Contents
=================
1. Copyright Info
2. Version History
3. Intro
4. US Weapons
5. OPFOR Weapons
6. Other Equipment
7. Credits
=================
1. Copyright Info
This document is protected by copyright, 2003. This FAQ may not be used
to make profit. There is no illegal reproduction or distribution of
this FAQ. If you want to use this FAQ on your site, please notify and
make sure that the FAQ appears unaltered.
=================
2. Version History
=================
3. Intro
This guide is a means for explaining the capabilities and
recommendations for each weapon in America's Army: Operations. I'll
give the specifications for each weapon as well as a description of
it's capabilities and any special requirements for the weapon. That
aside, let's begin.
=================
4. US Weapons
These are always available to you. Depending on how much training you
have completed, you can choose which one you want by selecting a squad
role. Sniper training is required to an Advanced Marksman.
Number of magazines shows how many extra magazines you start with,
magazine size shows how many rounds are in each magazine, modes of fire
shows the different firing modes the weapon has, and roles show what
squad roles use this weapon.
M16A1 Rifle
Number of magazines: 6
Magazine size: 30
Firing modes: Single and Burst
Roles: Squad Leader, Fireteam Leader, Rifleman
This is the basic infantry weapon that most soldiers in the team use.
Basic training completion is the only requirement for it. It is easy to
use and fairly accurate at long distance shooting. Single mode should
be used when shooting at a distance in order to conserve ammo, but the
Burst mode is better in close range situations. In Burst mode, the gun
fires 3 rounds with each pull of the trigger. A solid, reliable gun
that can be used for just about anything.
M4 Assault Carbine
Number of magazines: 6
Magazine size: 30
Firing modes: Single and Burst
Roles: Squad Leader, Fireteam Leader, and Rifleman
The M4 is a lot like the M16. It has the same specs and firing modes,
but the only difference is that it's sights have slight magnification.
This weapon is no available on every map. It replaces the M16 on some
maps.
M4A1 Assault Carbine
Number of magazines: 6
Magazine size: 30
Firing modes: Single and Auto
Roles: Squad Leader, Fireteam Leader, and Rifleman
An improvement over the M4. This is available only on certain missions.
This weapon features a fully automatic firing mode, making it better at
close range combat than the M16 or M4. Also, the sights have slight
magnification. This allows you to fire at distant targets with a little
more ease than the M16, but keep in mind that in auto, the gun eats up
ammo very quickly, so make sure you're hitting the target.
M249 SAW (Squad Automatic Weapon)
Number of magazines: 3
Magazine size: 200
Firing modes: Auto and Supported
Roles: Automatic Rifleman
The SAW is a deadly close range weapon. It's huge clip size and fast
fire rate make it ideal for hitting/killing multiple enemies but beware
it's inaccuracy at long distances. The gun is hard to use at medium to
long distances because of how unstable it is when firing. To help
against this, you can lie down and set the weapon up on it's bipod.
This limits your range of motion and prevents you from moving but the
weapon will be stabilized and you will get much better accuracy. It can
also be used in quick bursts to suppress enemies and keep them from
firing at you or your friends.
M203 Grenade Launcher
Number of magazines: 6 (rifle) 6 (grenade)
Magazine size: 30 (rifle) 1 (grenade)
Roles: Grenadier
Firing modes: Single, Burst, and Grenade
A devastating medium to long range weapon, the M203 grenade launcher is
an attachment to an M16. The M203 handles just like the M16 with both
Single and Burst modes of fire but it also features a grenade launcher.
In Grenade mode, the weapon is elevated slightly and pulling the
trigger launches a 40mm grenade with a wide blast radius. Since it is
single shot, you must reload after each grenade is fired. Also, the
grenades only arm after traveling around 30 meters, so it should be
used to attack targets at medium to long distances. Launched grenades
that strike an opponent without arming can hurt or kill them. Your
supply of grenades is very limited, so make good use of each one.
M24 SWS (Sniper Weapon System)
Number of magazines: 45 individual bullets
Magazine size: 5 rounds can fit in the chamber
Roles: M24 Advanced Marksman
Firing Modes: Single and Supported
The M24 is a bolt action sniper rifle capable of hitting targets at
extreme distances (300 to 800 meters). Although you can't even see that
far, it's scope allows you to zoom in and scan an area for hostiles
very easily. The weapon is single shot, requires recharge (ejecting the
spent shell) after each shot, and reloads slowly so it is key that you
kill your opponent quickly because the M24 has no reticule and is not
suitable for close range combat. It's a one shot kill, however, so make
use of the bipod. Lie down and support the weapon to increase accuracy.
Like this, you can cover the area in front of you and snipe any enemies
that you see. It is a deadly weapon in the hands of a skilled marksman.
M82A2 Anti-Material Rifle
Number of magazines: 4
Magazine size: 10
Roles: M82 Advanced Marksmen
Firing modes: Single and Supported
The M82 is sniper rifle used to destroy light vehicles or unexploded
equipment from a distance. Like the M24, it has a powerful scope and a
very long range. However, the 50 caliber rounds give this gun a huge
recoil. Even though it's semi-automatic and magazine-fed, it's still
quite slow to fire and is not a good choice for up close and personal
conflicts. It is impossible to maintain your scope when you fire, so
you must reacquire the target after each shot. Like the M24, lying down
and using the bipod increase your accuracy greatly.
=================
5. OPFOR weapons
These all appear to be Russian made. You can pick one up off of a dead
enemy anytime you happen to find one lying around. Each one is a
counterpart to one of the US weapons, so if an enemy was using an M16,
you'll find an AK-47. I'm not going to list the number of magazines
because the ammo you get with an OPFOR weapon depends on how much the
original user has already fired.
AK-47
Magazine size: 30
Firing modes: Single and Auto
US counterpart: M16
This gun is obviously better suited for close range combat because of
it's fully automatic firing mode but the M16 is more accurate at
distance shooting.
AK-74
Magazine size: 30
Firing modes: Single and Auto
US counterpart: M4
A better close range weapon than the M4, this gun has a fully automatic
firing mode. It doesn't have magnification on the sights and it tends
to jerk around more than the M4, but it is a better close range weapon.
AK-74su
Magazine size: 30
Firing modes: Single and Auto
US counterpart: M4A1
This weapon handles almost exactly like the M4A1 except that it doesn't
have any magnification on it's sights. Pick it up if you're running low
on ammo.
RPK
Magazine size: 100
Firing modes: Single, Auto, and Supported
US counterpart: M249
This weapon doesn't have as big a magazine size as the SAW, but it
packs a tremendous close range punch. You can easily mow down enemies
with this gun. It also has a bipod for accurate distance shooting.
GP-30
Magazine size: 30 (rifle) 1 (grenade)
Firing modes: Single, Auto, and Grenade
US counterpart: M203
An all purpose weapon, the GP30 is suitable for just about anything.
Featuring both single and automatic firing modes, it can be used to
fire at close range and medium range targets. In grenade mode, you can
engage targets a long distance but the noise and smoke trails from
these grenades can give you away easily. The grenades are muzzle-
loaded, giving the GP30 a slightly faster reload time and it seems that
the trajectory for the grenade is a little lower than the M203.
Mosin
Magazine size: 5 can fit in the chamber
Firing modes: Single
US counterpart: M24
The Mosin is a sniper rifle that operates exactly like the M24. The
only difference is that it has no bipod, making the gun far less
accurate.
SVD
Magazine size: 10
Firing modes: Single
US counterpart: M82
The big SVD is exactly like the M82 in terms of speed and recoil. Like
the Mosin, however, it doesn't have a bipod.
=================
6. Other Equipment
This gear is extra and not available on all mission. Sometimes only one
team can get it, others only certain leader roles are issued special
equipment. All roles come equipped with grenades.
M67 Frag Grenade
This weapon has a blast radius of about 10 meters. You can throw the
grenade around 80 meters, but the angle and topography can affect the
outcome of your throw. The weapon has a 5 second fuse. Soldiers caught
in the blast radius can be killed or severely injured. When a frag goes
off, there is only a certain amount of fragments. If a solider covers a
frag with his body, there is a good chance that others in the blast
radius will survive or even walk away unscathed.
M83 Smoke Grenade
This weapon creates a thick cloud of smoke that is nearly impossible to
see through. You can use it as cover or a distraction. It has a 5
second fuse and the smoke lasts for about 15-20 seconds.
Flash Grenade
Sometimes called "flash-bangs" these grenades make a blinding flash and
loud bang. It can disorient and dizzy soldiers in the radius. The
closer to the center of the blast, the more severe the effects. Flash
grenades can cause the victim to lose sight and his ears will ring,
making it difficult to hear anything. It can cause a little damage but
you have to be very close to be hurt by it. This grenade has a 2 second
fuse.
Binoculars
A good solid pair of binoculars can be your best friend on some
missions. With these, you can view the areas around you in detail. It's
always a good idea to scout out an area for hostiles with your
binoculars before you move through it.
Night Vision Goggles
Essential on night time missions, the night vision goggles let you see
in the dark. However, target identification can be difficult with the
goggles and your vision narrows quite a bit.
=================
7. Credits
Just a thanks section here. If you find anything wrong or if you have a
suggestion, PLEASE TELL ME.
Gamefaqs.com - for hosting my FAQ.
You - For reading my FAQ.
=EOF=
America's Army: Operations Weapons FAQ
By: Mike Hamlin 5/14/03 cmhamlin@mchsi.com
Table of Contents
=================
1. Copyright Info
2. Version History
3. Intro
4. US Weapons
5. OPFOR Weapons
6. Other Equipment
7. Credits
=================
1. Copyright Info
This document is protected by copyright, 2003. This FAQ may not be used
to make profit. There is no illegal reproduction or distribution of
this FAQ. If you want to use this FAQ on your site, please notify and
make sure that the FAQ appears unaltered.
=================
2. Version History
=================
3. Intro
This guide is a means for explaining the capabilities and
recommendations for each weapon in America's Army: Operations. I'll
give the specifications for each weapon as well as a description of
it's capabilities and any special requirements for the weapon. That
aside, let's begin.
=================
4. US Weapons
These are always available to you. Depending on how much training you
have completed, you can choose which one you want by selecting a squad
role. Sniper training is required to an Advanced Marksman.
Number of magazines shows how many extra magazines you start with,
magazine size shows how many rounds are in each magazine, modes of fire
shows the different firing modes the weapon has, and roles show what
squad roles use this weapon.
M16A1 Rifle
Number of magazines: 6
Magazine size: 30
Firing modes: Single and Burst
Roles: Squad Leader, Fireteam Leader, Rifleman
This is the basic infantry weapon that most soldiers in the team use.
Basic training completion is the only requirement for it. It is easy to
use and fairly accurate at long distance shooting. Single mode should
be used when shooting at a distance in order to conserve ammo, but the
Burst mode is better in close range situations. In Burst mode, the gun
fires 3 rounds with each pull of the trigger. A solid, reliable gun
that can be used for just about anything.
M4 Assault Carbine
Number of magazines: 6
Magazine size: 30
Firing modes: Single and Burst
Roles: Squad Leader, Fireteam Leader, and Rifleman
The M4 is a lot like the M16. It has the same specs and firing modes,
but the only difference is that it's sights have slight magnification.
This weapon is no available on every map. It replaces the M16 on some
maps.
M4A1 Assault Carbine
Number of magazines: 6
Magazine size: 30
Firing modes: Single and Auto
Roles: Squad Leader, Fireteam Leader, and Rifleman
An improvement over the M4. This is available only on certain missions.
This weapon features a fully automatic firing mode, making it better at
close range combat than the M16 or M4. Also, the sights have slight
magnification. This allows you to fire at distant targets with a little
more ease than the M16, but keep in mind that in auto, the gun eats up
ammo very quickly, so make sure you're hitting the target.
M249 SAW (Squad Automatic Weapon)
Number of magazines: 3
Magazine size: 200
Firing modes: Auto and Supported
Roles: Automatic Rifleman
The SAW is a deadly close range weapon. It's huge clip size and fast
fire rate make it ideal for hitting/killing multiple enemies but beware
it's inaccuracy at long distances. The gun is hard to use at medium to
long distances because of how unstable it is when firing. To help
against this, you can lie down and set the weapon up on it's bipod.
This limits your range of motion and prevents you from moving but the
weapon will be stabilized and you will get much better accuracy. It can
also be used in quick bursts to suppress enemies and keep them from
firing at you or your friends.
M203 Grenade Launcher
Number of magazines: 6 (rifle) 6 (grenade)
Magazine size: 30 (rifle) 1 (grenade)
Roles: Grenadier
Firing modes: Single, Burst, and Grenade
A devastating medium to long range weapon, the M203 grenade launcher is
an attachment to an M16. The M203 handles just like the M16 with both
Single and Burst modes of fire but it also features a grenade launcher.
In Grenade mode, the weapon is elevated slightly and pulling the
trigger launches a 40mm grenade with a wide blast radius. Since it is
single shot, you must reload after each grenade is fired. Also, the
grenades only arm after traveling around 30 meters, so it should be
used to attack targets at medium to long distances. Launched grenades
that strike an opponent without arming can hurt or kill them. Your
supply of grenades is very limited, so make good use of each one.
M24 SWS (Sniper Weapon System)
Number of magazines: 45 individual bullets
Magazine size: 5 rounds can fit in the chamber
Roles: M24 Advanced Marksman
Firing Modes: Single and Supported
The M24 is a bolt action sniper rifle capable of hitting targets at
extreme distances (300 to 800 meters). Although you can't even see that
far, it's scope allows you to zoom in and scan an area for hostiles
very easily. The weapon is single shot, requires recharge (ejecting the
spent shell) after each shot, and reloads slowly so it is key that you
kill your opponent quickly because the M24 has no reticule and is not
suitable for close range combat. It's a one shot kill, however, so make
use of the bipod. Lie down and support the weapon to increase accuracy.
Like this, you can cover the area in front of you and snipe any enemies
that you see. It is a deadly weapon in the hands of a skilled marksman.
M82A2 Anti-Material Rifle
Number of magazines: 4
Magazine size: 10
Roles: M82 Advanced Marksmen
Firing modes: Single and Supported
The M82 is sniper rifle used to destroy light vehicles or unexploded
equipment from a distance. Like the M24, it has a powerful scope and a
very long range. However, the 50 caliber rounds give this gun a huge
recoil. Even though it's semi-automatic and magazine-fed, it's still
quite slow to fire and is not a good choice for up close and personal
conflicts. It is impossible to maintain your scope when you fire, so
you must reacquire the target after each shot. Like the M24, lying down
and using the bipod increase your accuracy greatly.
=================
5. OPFOR weapons
These all appear to be Russian made. You can pick one up off of a dead
enemy anytime you happen to find one lying around. Each one is a
counterpart to one of the US weapons, so if an enemy was using an M16,
you'll find an AK-47. I'm not going to list the number of magazines
because the ammo you get with an OPFOR weapon depends on how much the
original user has already fired.
AK-47
Magazine size: 30
Firing modes: Single and Auto
US counterpart: M16
This gun is obviously better suited for close range combat because of
it's fully automatic firing mode but the M16 is more accurate at
distance shooting.
AK-74
Magazine size: 30
Firing modes: Single and Auto
US counterpart: M4
A better close range weapon than the M4, this gun has a fully automatic
firing mode. It doesn't have magnification on the sights and it tends
to jerk around more than the M4, but it is a better close range weapon.
AK-74su
Magazine size: 30
Firing modes: Single and Auto
US counterpart: M4A1
This weapon handles almost exactly like the M4A1 except that it doesn't
have any magnification on it's sights. Pick it up if you're running low
on ammo.
RPK
Magazine size: 100
Firing modes: Single, Auto, and Supported
US counterpart: M249
This weapon doesn't have as big a magazine size as the SAW, but it
packs a tremendous close range punch. You can easily mow down enemies
with this gun. It also has a bipod for accurate distance shooting.
GP-30
Magazine size: 30 (rifle) 1 (grenade)
Firing modes: Single, Auto, and Grenade
US counterpart: M203
An all purpose weapon, the GP30 is suitable for just about anything.
Featuring both single and automatic firing modes, it can be used to
fire at close range and medium range targets. In grenade mode, you can
engage targets a long distance but the noise and smoke trails from
these grenades can give you away easily. The grenades are muzzle-
loaded, giving the GP30 a slightly faster reload time and it seems that
the trajectory for the grenade is a little lower than the M203.
Mosin
Magazine size: 5 can fit in the chamber
Firing modes: Single
US counterpart: M24
The Mosin is a sniper rifle that operates exactly like the M24. The
only difference is that it has no bipod, making the gun far less
accurate.
SVD
Magazine size: 10
Firing modes: Single
US counterpart: M82
The big SVD is exactly like the M82 in terms of speed and recoil. Like
the Mosin, however, it doesn't have a bipod.
=================
6. Other Equipment
This gear is extra and not available on all mission. Sometimes only one
team can get it, others only certain leader roles are issued special
equipment. All roles come equipped with grenades.
M67 Frag Grenade
This weapon has a blast radius of about 10 meters. You can throw the
grenade around 80 meters, but the angle and topography can affect the
outcome of your throw. The weapon has a 5 second fuse. Soldiers caught
in the blast radius can be killed or severely injured. When a frag goes
off, there is only a certain amount of fragments. If a solider covers a
frag with his body, there is a good chance that others in the blast
radius will survive or even walk away unscathed.
M83 Smoke Grenade
This weapon creates a thick cloud of smoke that is nearly impossible to
see through. You can use it as cover or a distraction. It has a 5
second fuse and the smoke lasts for about 15-20 seconds.
Flash Grenade
Sometimes called "flash-bangs" these grenades make a blinding flash and
loud bang. It can disorient and dizzy soldiers in the radius. The
closer to the center of the blast, the more severe the effects. Flash
grenades can cause the victim to lose sight and his ears will ring,
making it difficult to hear anything. It can cause a little damage but
you have to be very close to be hurt by it. This grenade has a 2 second
fuse.
Binoculars
A good solid pair of binoculars can be your best friend on some
missions. With these, you can view the areas around you in detail. It's
always a good idea to scout out an area for hostiles with your
binoculars before you move through it.
Night Vision Goggles
Essential on night time missions, the night vision goggles let you see
in the dark. However, target identification can be difficult with the
goggles and your vision narrows quite a bit.
=================
7. Credits
Just a thanks section here. If you find anything wrong or if you have a
suggestion, PLEASE TELL ME.
Gamefaqs.com - for hosting my FAQ.
You - For reading my FAQ.
=EOF=
America's Army
Cheats
press the ~ key to get the console and enter a code below
behindview 1 - 3d person view
God - God Mode
Fly - Flying
Ghost - No Clipping Mode - 3rd person view
Unlock Online Levels
When the message "Not Qualified" appears press F3 to unlock that level
Get All weapons
Bring up the console with the ~ key then type in:
mpcheat changeclass
Substitute with a code below
R M16A2
AR SAW
G M16A2 (w/ Grenade Launcher)
S M81 (Sniper)
AK AK47
S24 M24 (Sniper)
F Fists
M4A1 M4A1
AK74SU AK74SU
GP AK47 (w/ Grenade Launcher)
RPK OpFor Machine Gun
SVD Dragonov Sniper Rifle
Various Cheats
Ok this involves a small amount of text editing go into your games folder, then
the
system folder, then open a file called 'tours.ini'
In this file under the tours heading there are a few lines that say dependency(#
of
mission) change all of those values to '-1'
should look like this after you're done. This is really two cheats in one, the
first one
will open up all the school, whether you qualify for them or not, the second
will open
all of the levels in those missions
[Tours]
NumTours=9
blah
blah
blah
blah
blah
blah
blah
blah
Dependency(0)=-1
Dependency(1)=-1
Dependency(2)=-1
Dependency(3)=-1
Dependency(4)=-1
Dependency(5)=-1
Dependency(6)=-1
Dependency(7)=-1
Dependency(8)=-1
blah
blah
all the way down to the following lines. Depending apon on how far you got you
will
have a bunch of 0's and 1's change ALL of the ones in the TourSeq(#) to 0's (1's
meant the sequence was at that stage and that stage only 1-5 or so depending on
the Tour, changeing it all to 0 means that you don't need to qualify for the
next
mission to go on it. For example, my sorry but couldn't qualify in the rilfe
range I was
only able to get 22 hits. Thus I wouldn't be able to play anything else if I
didn't cheat
like this. Now I can go to sniper school 'if it were in the Recon version of the
game',
or I can go from installation to mout training automatically.)
TourSeq(0)=0
TourSeq(1)=0
TourSeq(2)=0
TourSeq(3)=0
TourSeq(4)=0
TourSeq(5)=0
TourSeq(6)=0
TourSeq(7)=0
TourSeq(8)=0
THATS it, you can now play any mission ANY time whether you quailified for the
mission or not. Note, this is for Recon, but will probably reamain the same for
the
reagualr version too. I'm sure there are other cheats in the files, as this is a
text
edited game. This is all I wanted to find though. I'm sure someone besides me
will
find this out on their own, I already told my friends about this.
Submitted by David Hopper
Pass all your missions
first go to (assuming this is where you put it) "C:\Program Files\Army
Operations\System\save" then open the .txt file that is named after your
account.
After it is open change all the 0's to (i used 15). Voila. You have passed all
your
missions!
America's Army
Cheats
press the ~ key to get the console and enter a code below
behindview 1 - 3d person view
God - God Mode
Fly - Flying
Ghost - No Clipping Mode - 3rd person view
Unlock Online Levels
When the message "Not Qualified" appears press F3 to unlock that level
Get All weapons
Bring up the console with the ~ key then type in:
mpcheat changeclass
Substitute with a code below
R M16A2
AR SAW
G M16A2 (w/ Grenade Launcher)
S M81 (Sniper)
AK AK47
S24 M24 (Sniper)
F Fists
M4A1 M4A1
AK74SU AK74SU
GP AK47 (w/ Grenade Launcher)
RPK OpFor Machine Gun
SVD Dragonov Sniper Rifle
Various Cheats
Ok this involves a small amount of text editing go into your games folder, then
the
system folder, then open a file called 'tours.ini'
In this file under the tours heading there are a few lines that say dependency(#
of
mission) change all of those values to '-1'
should look like this after you're done. This is really two cheats in one, the
first one
will open up all the school, whether you qualify for them or not, the second
will open
all of the levels in those missions
[Tours]
NumTours=9
blah
blah
blah
blah
blah
blah
blah
blah
Dependency(0)=-1
Dependency(1)=-1
Dependency(2)=-1
Dependency(3)=-1
Dependency(4)=-1
Dependency(5)=-1
Dependency(6)=-1
Dependency(7)=-1
Dependency(8)=-1
blah
blah
all the way down to the following lines. Depending apon on how far you got you
will
have a bunch of 0's and 1's change ALL of the ones in the TourSeq(#) to 0's (1's
meant the sequence was at that stage and that stage only 1-5 or so depending on
the Tour, changeing it all to 0 means that you don't need to qualify for the
next
mission to go on it. For example, my sorry but couldn't qualify in the rilfe
range I was
only able to get 22 hits. Thus I wouldn't be able to play anything else if I
didn't cheat
like this. Now I can go to sniper school 'if it were in the Recon version of the
game',
or I can go from installation to mout training automatically.)
TourSeq(0)=0
TourSeq(1)=0
TourSeq(2)=0
TourSeq(3)=0
TourSeq(4)=0
TourSeq(5)=0
TourSeq(6)=0
TourSeq(7)=0
TourSeq(8)=0
THATS it, you can now play any mission ANY time whether you quailified for the
mission or not. Note, this is for Recon, but will probably reamain the same for
the
reagualr version too. I'm sure there are other cheats in the files, as this is a
text
edited game. This is all I wanted to find though. I'm sure someone besides me
will
find this out on their own, I already told my friends about this.
Submitted by David Hopper
Pass all your missions
first go to (assuming this is where you put it) "C:\Program Files\Army
Operations\System\save" then open the .txt file that is named after your
account.
After it is open change all the 0's to (i used 15). Voila. You have passed all
your
missions!
This cheat will mark all of the courses as COMPLETED.
. Right click START button and click EXPLORE.
. Click on Program Files -> Army Operations or wherever you
installed the game.
. Click on System -> Save
. Double click on yourname.txt
. Replace your line with this
511,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15
,15,15,15,15,15,15,15,15,15,15,15,15,15,0,
This cheat will mark all of the courses as COMPLETED.
. Right click START button and click EXPLORE.
. Click on Program Files -> Army Operations or wherever you
installed the game.
. Click on System -> Save
. Double click on yourname.txt
. Replace your line with this
511,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15
,15,15,15,15,15,15,15,15,15,15,15,15,15,0,