Contents
Primary Weapons
Installation
Bow Gun (Unique: Fires arrows)
-This weapon was originally changed to the Gold Lugers in RECV, but I felt they looked a bit too flashy so the Bow Gun took their place. The Bow Gun in RE2 actually fires 3 arrows at a time, but 2 is close enough! You can fire arrows quickly for a lot of damage if both hit.
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Submachine Gun 
-The TMP was an easy weapon decision, as there are not many SMGs in RE. I added the stock to beefen it up, it fires very accurately and has a 50 round mag. It is the weakest but fastest firing gun. It comes from RE4.
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Mine Thrower  (Unique: Fires mines)
-I love this thing, I couldn't wait to add it! I chose the RE3 one over the RE4 because there are already a bunch of RE4 weapons and the RE3 one was easier to design. So nyah. It's like a grenade launcher that holds 6 mines which will explode after sensing a target. At first it fired Flamed Arrows, which also explode, but I didn't like how the kill display kept showing that I killed someone with a Rambo bow. Apparently Soldat identifies anyone killed with an arrow to be killed with the Rambo bow, which made managing the "Guns" folder a pain. In order for the mines to explode before hitting something (as opposed to exploding on contact like normal grenades) I increased the speed by a large amount. I don't know why it does it exactly, but it causes the mine to detonate right before impact, which makes it look like the mine was able to sense the target.
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Assault Rifle
-Probably the best weapon in terms of versatility. It's fast, good for both long and short range shooting, and can hold 30 rounds. I wouldn't have put the scope or flashlight on it, but the M4 in RE3 has them, so there they are. The only other assault rifle in RE that comes to mind (from the "main story" games) is the AK in RECV, which I don't find very memorable.
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Shotgun
-A Resident Evil classic and the greatest close range weapon, with 7 shells it will be hard not to kill anything within 5 meters of you. I modeled it after the shotgun in RE1 (and the Remake) but I also looked at the one in RE0, so it's a mix.
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Magnum
-Another mix, I modeled after the RE0 magnum revolver, but also looked at Barry's magnum in the Remake. This gun can typically drop anyone with one shot. Great for long range.
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Grenade Launcher  (Unique: Fires grenades)
-It was tough to get this thing to be able to fire six shots without a huge amount of recoil, but I finally did it! It can quickly fire six grenades that will explode upon impact with a target, the downside is it has a lengthy reload time and it's range is bad.
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Sniper Rifle (Unique: Can zoom in/out)
-You can only fire one shot before reloading, but it's the most powerful gun. Plus there is a scope and you can hit several enemies at once, so make your shots count. It is the first rifle you can obtain in RE4. That rifle can fire 10 shots before reloading, but I felt that only being able to fire one at a time adds to the "bolt action" feeling.
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Rocket Launcher (Unique: Fires rockets)
-This monster can quickly fire 4 rockets. Need I say more? Well yes, I do. This is obviously a modified Soldat LAW, which is, for some reason unknown to me, is considered a "Secondary Weapon." Nothing that fires missiles of any kind is "Secondary" in my book, so I moved the modified LAW stats to the Minimi slot, which has made it have a few problems. It has weaker splash damage, which isn't really a problem seeing how you can fire 4 at time, but what annoys me is the kill display identifies it as the Defense Grenades weapon (Which is in the LAW slot). So I guess this issue is the same as the Bow Gun reading as the Rambo bow issue I mentioned above. The system reads like, "Kill someone with arrow = Rambo bow" "Kill someone with fire = Flamer"  "Kill someone with rocket = LAW."

-Unfortunately it is something I can't fix, so just remember while playing, if you see the 3 grenades icon in the kill display, it always means the Rocket Launcher. (Defense Grenades read as the normal 1 grenade)
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Gatling Gun  (Unique: Infinite Ammo)
-Famous for its appearances in RE2 and RE3 as an unlockable, infinite ammo, machine gun type weapon. I honored this with "infinite ammo" in Soldat. "But wait," you ask, "all weapons in Soldat have infinite ammo!" True, but this has no reload time, so you can shoot and shoot until your crosshair is the size of a planet. Downside, it's inaccurate and has a starting delay. I started with it just firing 1 bullet with no reload time, but the Soldat character still made the reloading animation (lowering the gun) between each shot. It looked hilarious. I decided to make it "hold" 100 rounds, like the default Minigun, but still with no reload time.
Weapon Info.
Sound Info.
Conversion List
Zombie Blastage
Tidbits
Weapons Info.
Bot Info.
Credits
Contact Info.
Handgun
-A no brainer to pick the S.T.A.R.S. handgun. It's a tad more powerful than Soldat's default and holds 15 rounds.
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Combat Knife
-Absolutely unchanged technically, but I designed it to look like the combat knife in RECV, which I think is the coolest one in terms of power and aesthetics. Hold down your "drop weapon" key to throw it at an enemy.
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Lighter
-I have long considered the Chainsaw to be the bane of Soldat weapon modding. It kills enemies that are about knifing distance away, but doesn't move. Before you could manipulate weapons technical information with the weapons.ini, you had only the original Soldat weapon stats to work with. I changed it to a Japanese officer's katana in my WWII mod, which was silly. But now that you can change a weapon's stats, the Chainsaw is...still the bane of weapon modding, but at least there are a few more options.  At first, this was a T-Virus Sample. I made the Chainsaw fire grenade so If you used it, you would explode. It was a cool kamikaze tactic, but I never used it during gameplay unless I was testing it. Then I had it shooting shotgun pellets and killing the user (I called it Las Plagas), but I really wanted something else. I scoured RE sites looking for any weapon that would work. Nothing. But then it hit me, "How about a RE item?" I noticed during testing that the Chainsaw was capable of lighting things on fire but it has no flame (it couldn't be a flamethrower) so I thought the Lighter would be a good choice. And I must say that it is still kind of weird, but fun. Lighters are found in nearly every RE, mostly as a normal item. You could equip a lighter for light and bat warding in RECV and burn bodies in the Remake. But now you can burn live people AND their bodies in RE Soldat!
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Defense Grenades
-Another tough change, although it's not as bad as the Chainsaw. You can only fire a weapon in the LAW slot while crouched or prone. It fits well for a rocket launching type weapon like the LAW, but I vowed not to make the Rocket Launcher a "Secondary Weapon." So the question I asked myself was "What secondary weapon could justify having to crouch to use it?" and Defense Grenades were my answer. They are from the Remake and are actually called "Flash Grenades." They are grenades that are only used when an enemy gets too close and they prevent your character from getting hurt. I never understood why Capcom called them "Flash" grenades. I guess they mean Flashbang grenades that emit a bright light to stun people, but they don't really do that in the game, they just explode normally. They're also called Defensive Items, so I caught the name midway and titled them "Defense Grenades." If some zombie bots get close, duck to evade their attack then lob a grenade at your feet and they'll back off. The explosion delay once thrown is really long, so you should have plenty of time to gun down the zombies and/or run away before the grenade blows. Oddly enough, they'll explode on contact with other players, but not you.
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Fist
-Not really a Secondary Weapon, but still a weapon. Drop any gun to use your fists to fight. They don't do much damage and have bad range, but there's nothing like giving someone a good smack.
First Aid Sprays
-Not weapons, but normally found near grenades. Medkits in Soldat heal you completely, as do First Aid Sprays in RE.
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Grenades
-Very powerful explosives that will detonate when hitting a target, or after a few seconds. RE4 is the only RE with "true" usable grenades, so..ya.
Tactical Vest  (Realistic mode off)
-Again not a weapon. It will reduce the damage you receive until it wears out. You can get a Tactical Vest in RE4.
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Flamethrower (Realistic mode off)
-It fires...fire very quickly and doesn't need reloading. Flamethrowers have been present in RE1, the Remake and RE2 (they all look the same).
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T - Virus - B.O.W. Transform  (Realistic mode off)
-This was an easy idea. The Berserker object in Soldat turns you into a killing machine as does the T-Virus in RE.
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RGB Eye Gem - Novistador Transform  (Realistic mode off)
-It took a bit more creativity to come up with this. I think the only thing that can be invisible in RE are the Novistador enemies in RE4. They drop one of three types of gems when they die: red, green and blue, which are apparently their eyes. So the logic in RE Soldat is that your character swallows all three of the gems and turns into a Novistador temporarily. Makes perfect sense.
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Incendiary Grenades  (Realistic mode off)
-Releases a fiery blast once it hits the ground. Incendiary Grenades are only found in RE4, but they are similar to the Flame Rounds found in other RE games. (And the Molotov Cocktails in RE0)
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Machine Gun  (Only on certain maps)
-The Gatling Gun was my first choice to replace the M2 Stationary Gun in Soldat, but I chose to instead have it as a Primary Weapon. So I had to think of a machine gun that could replace the M2. A funny thing about machine guns in Resident Evil, THERE ARE NONE! Not one...or so I thought. First I tried non-machine gun weapons like the Rail Gun used at the end of RE3, or the Linear Launcher from RECV, but firing blue stuff in the middle of a battle looked too odd. I wanted the Stationary Gun to still be a machine gun, but just couldn't find a suitable RE weapon. However, upon internet searching, I learned that there were two guns added to the PC edition of the original Resident Evil, a Mac 10 and a MINIMI! The Minimi is, in fact, a machine gun not to mention a default Soldat gun. I've never played the PC edition, so I've never experienced the gun in-game myself, nevertheless it's here now as the Machine Gun. It can destroy an army in five seconds.
Thrust Punch
-So you picked up the Gene Vial (in Rambomatch), and suddenly your hair's blonde, your wearing shades at night, your eyes are glowing red and you're performing various 'Matrix'  clichés! Wesker is a popular RE character who has gained genetic enhancements. Rambo is a popular action hero who uses a bow. So I thought Wesker would replace Rambo well, and judging by Wesker's laugh, I think he agrees.

-The Thrust Punch lets you crush enemies to death at a distance. Keep in mind the range isn't nearly as good as the Rambo bow, but it's still a lot better than the standard punch.
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Air Boost
-Gravity is but an inconvenience to Wesker. You can fly through the air at super fast speeds to surprise and evade your foes (Note that you can't kill ANYONE with ANYTHING with Air Boost on except yourself if you crash into a wall in Realistic mode). This is probably the biggest technical change in the mod. What you are actually doing is firing really fast shotgun pellets backwards, you can still see a bit of them if you look closely behind the character. You may notice the default shotgun kicks your character back a little. I exploited the function to make it look like you're flying. Interestingly, it has reverse recoil in Realistic mode, so maneuvering can be tricky, but it 's fun once you get the hang of it. As it's a odd feature, I'm not sure how it will work online, but bots sure get a kick out of it. (The red stuff is supposed to be Wesker's glowing eyes)
)2ESIDENT EVIL ~ Soldat (2006)
A Full Soldat Modification
Secondary Weapons
Field Pickups
Unique Pickups
My Favorite weapon:
Lighter
-It's just fun to try to light people on fire, although I usually end up setting fire to myself.
Wesker Transform
-People often ask me how I made the Gun Interface-gfx pictures. First of all, THEY ARE NOT 3D, they merely appear to be. I prefer to call them "tilted" or "in perspective" or "angled", but not 3D. Secondly, they aren't that difficult to make with a little artistic knowledge and pixelization skill, they just take a while. I'll tell you how you can make your own.

-First open up a program that's good for zooming in and editing pictures pixel by pixel (Like MS Paint) and make your Gun picture the linear (flat) way, whether by making it from scratch or rescaling an actual gun photo, it doesn't matter. Now decide which way you want it to tilt. Most of mine are tilted towards the "camera", but that's just how it's done in RE. Try to find some reference pictures online of similar guns tilting the same way, or the same gun tilting that way if your lucky. Reference pictures aren't necessary, but they are good to look at while working to see how things work structurally on a gun and to get shading ideas.

-Now comes the fun part. Enlarge the "close" end of the gun and shrink the "far" end. In my guns, the far end is always the stock/handle area and the close end is the barrel's tip.

-Only enlarge and shrink areas by one or two pixels. The degree of change depends on how long the gun is and how tilted you want it to be. My Shotgun is more tilted than my Submachine Gun, that's because it's longer. Don't cut off too much though, Soldat runs at a low resolution, so one or two pixels can make a big difference on how a gun looks.

-Time to change the structural aspect. If your gun's tilting forward like mine, you'll be able to see things that you wouldn't see at a linear angle such as the holes of barrels, scopes, fronts of magazines and handles, there are many things you can draw. Unless you're a gun enthusiast, you probably don't how they look in perspective off the top of your head. This is the hardest part and it's really where reference pictures come in handy.

-Shading and coloring is the pivotal step. Anything else can look like crap, but good color usage will make it all look fantastic. Open one of my guns from the Guns folder in Paint and zoom in to see the amount of colors and alternating pixels in it. This amount of detail is crucial for a good tilted gun, so expect to spend a lot of time coloring and shading.

-I group coloring and shading together because I consider them the same thing. In fact, you might call it shading with different colors. Use many slight color changes, only lowering or raising the brightness a few numbers in some cases. The colors used in the close end of the gun should be a lot lighter than the ones used in the far end (unless your particular gun has a light barrel or something) with many "blending colors" in between (I call "blending colors" colors that are used to smoothly transition light shading into dark shading). If you're making a real gun and don't know what colors you should use, reference pictures can help. They don't even have to be in perspective, just lower the brightness at the far end and raise it at the close end. If you're making a fictional gun, then be creative. Which brings me to my next point...

-Be creative. Not every gun has to be in straight perspective, some of mine (Rocket Launcher) tilt up a bit, others (Submachine Gun) face down a tad. This adds a bit of character to the weapon and can usually be done easily by adding shading to the top (light) or bottom (dark) of the gun.

-Don't forget to zoom out every once in a while. Looking at a zoomed creation for too long tends to give me delusions of grandeur.

-Towards the end of drawing your picture, work with Soldat running. It updates saved image data instantly, which is great for checking to see how your gun looks in the actual game, then going back to change a few pixels. I've sometimes had to change a single pixel to finish an image. Press F9 while in Soldat to minimize the window.

-Don't give up! The Magnum was a nightmare to make. I wanted it chrome AND tilted AND facing down a bit. I even scrapped a completed version of it. But I am very proud of the final result, and you will be too if you stick to your work.
Perspective Tutorial
Hunk: This is Agent Hunk, I've infiltrated the mansion sir.
Wesker *Over the radio*: Good work Hunk.
Hunk: But was it necessary to only give me a Combat Knife?
Wesker: It's standard operating procedure.
Flat  -  Angled
Click to examine the various levels of shading
About Resident Evil