Spec Ops Class Mutator
Spec Ops Class Mutator (SOCM) is a lightweight, configurable class mutator purpose built from the ground up for Ravenfield’s Spec Ops mode. As such, its effects will only be applied when playing the Spec Ops game mode. SOCM only applies the class system to the initial squad the player spawns in with. To apply a class mutator to the opposing team, or to enable classes for non-Spec Ops game modes, use a different, general purpose class mutator. It is not recommended to use another class mutator to modify the Spec Ops squad as it may interfere with this mod.
SOCM lets the user configure the loadouts and spawn rates of 6 different classes. To configure the weapons available to each class, simply input the name(s) of the weapon, separating each entry with a ; character.
A brief description is given for each to describe their approximate role in the squad, though there are no actual restrictions when it comes to configuring their loadouts.
The backbone of any special operations unit, the assaulter is equipped for swift and decisive actions that call for the maximum level of violence and efficiency. In the highly dynamic world of special operations, where situations develop at a lightning pace, assaulters ensure that the team always strikes first and stays one step ahead of the enemy.
Injuries are common in Spec ops units; it’s just the nature of their work. Medics help patch up the team’s wounds in the field and ensure they stay mobile in fighting condition for the duration of the operation, from initial insertion to exfiltration at the very end.
The grenadier is an on demand source of explosive firepower, called upon to quickly neutralize dug in or grouped up infantry squads. The methods may not be particularly subtle, but they are certainly expedient and can make short work of soft targets.
Spec ops units are light infantry by nature, and are traditionally constrained by their lack of firepower against heavy assets. A dedicated anti tank specialist helps to level the playing field somewhat, bringing a rocket/missile launcher to bear against vehicular threats too thickly armored or high flying for the grenadier to deal with. Doctrine strongly recommends that every team should have at least one dedicated AT specialist, and these members are generally the all round explosives experts as well.
As the sharpest shot in the shed, the sniper is granted access to the most accurate, precise, and far reaching tools in the industry. When embedded within a spec ops unit, they provide supporting fire to harass the enemy at long range, or take precision shots to surgically remove troublesome adversaries.
Spec ops units may plan for speed and quick execution, but things hardly ever go perfectly to plan. When the team must slug it out with the enemy for a couple minutes extra, the support class is more than willing to lighten their load of spare ammo and allow their squad to resupply and stay in the action. They can also provide heavy suppressive fire when equipped with LMGs and automatic weapons, if available.
– Loadouts for the player’s squad are assigned in sequential order, starting at the player (if enabled) or the first AI member (TALON-2) and continuing onwards.
– In addition to configuring loadouts, it is also possible to limit the maximum amount of units of a certain class that can spawn in. Setting the limit for a class to 0 will essentially disable it from spawning. Setting the limit to a negative number will allow an unlimited amount to spawn. If every class reaches their maximum limit, then the remaining squad members retain their vanilla loadouts.
– There is also an option to assign the player one of the configured class loadouts. The player’s loadout will not contribute towards the total count of spawned classes.
– In vanilla, there will always be at least one AI member that spawns with an anti-vehicle weapon. SOCM matches this by always having the first AI member of the team be of the Anti-Tank class, if it has been enabled. Otherwise, this member will choose some other available class.
What makes this class mutator different from the others?
Aside from the fact that it only works in Spec Ops mode, it additionally only applies class loadouts once, during the initial player spawn, unlike other class mutators which apply the loadout to a bot every single time they spawn in.
This subtle change means that if an AI teammate is respawned or "revived" through the use of other mods, then they will not have their loadout reassigned by the class mutator. Instead, when the teammate is killed, their current loadout, including each weapon’s loaded/spare ammo counts, is stored by the script. When that bot is then revived, their loadout is restored to its previous state from just before their death. This special logic ensures that a bot’s weaponry and equipment remain continuous throughout the entire operation, and is only possible thanks to the unique ruleset imposed by the Spec Ops game mode.
Additionally, SOCM streamlines the configuration process somewhat by omitting extra settings such as health, size, balance, speed, and multiskin options to focus purely on loadout assignments and quantities. With six different classes to choose from, SOCM ensures that unique, specialized roles can be fully represented while still remaining simple and easy to keep track of.