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BF 1942 Mod Collection RtR Dirty Weapons PackThis Addon requires the Road to Rome Expansion by EA/DICE and Recruit Snyder's Mod Collection RtR.This Pack includes the complete BonusPack (BonusPack is not required to run Dirty Weapons Pack).It will NOT work with the default BF1942 game.Get Mod Collection RtR here: this .exe file to your main BF 42 Game folder ("Battlefield 1942") and run the game. Do NOT point the installer toother directories like "Mods" or "EA GAMES" or so.The folder "DWPRtR" should appear in your "Mods" folder.Select this "Mod" in the Custom Game menu ("Dirty_Collection_RtR") and thereafter choose Singleplayer or Multiplayer._______________________________________This Dirty Weapons Pack contains:_______________________________________All BonusPack vehicles and weapons, slightly improved. See included BonusPack readme for details. Go here for screenshotsand feature list: announced hangarcamper bugfix by Dice (Patch 1.4, tanks no longer get repaired in hangars)Several AI improvements, some default AI bugs fixed."Easteregg": Undocumented weapon feature, will not be shown on the screen (no weapon icon etc.), can be found four times ;)Some new/improved effects (like: AT/Artillery guns eject empty shells, at least most of the time this can be observed)Some minor gun placement issues on some maps resolved.New additional vehicles/weapons:Mobile Heavy Artillery for Allies MD GMC "Mobile Defgun" - a new APCStationary Heavy Artillery for Allies - HA_AlliesMain content:Added functionality to many vehicles and weapons.Additional minesAdditional TNT packsDeployable and destructible tank and infantry obstaclesDangerous ambushes can be placedVehicles:Allies:MD GMC Heavy Artillery: New APC, with a turret in the back, firing a new self-propelled artillery projectile (aka missile).This weapon does a lot of damage, so I made aiming a little difficult. Not meant as AT weapon (direct hits will not causeappropriate damage). Blast similar to Defgun.How to get this vehicle: Find a Priest, jump into the driver's seat, click "fire" (you see the little "torpedo" weapons icon).The new vehicle is placed right behind the Priest.Stationary Heavy Artillery: Fires the same missile as the MD GMC. HowTo: Get the new MD GMC (see above), driver's seat, press"fire".IMPORTANT NOTE: Place this object carefully! Do not place it while driving, try to find plain surface, otherwise it might be looking weird when it's dug into the ground or hovering above the surface! On a plain surface, the position will be perfect.Fletcher: Fires the new missiles (main guns) because accuracy and range is superior to the old artillery rounds.Willy: Driver can place the new tank & infantry obstacle. It consists of a Priest wreck, a burning Willy wreck and barbwire. To be used on narrow roads or bridges (or wherever you want). This obstacle cannot be cleared by a tank or by artillery (enemy can't "push" it aside with a tank, you can't destroy it with a tank main gun). You need air support (bomber) or infantry to destroy it. Engineer: Place an exp-pack near the Priest and detonate. Other infantry: Throw at least two or three hand grenades at the Priest. BTW: You can enter the Priest. This obstacle is a good place to get shot by snipers because infantry *has* to get closer without cover.See the above note on placing the object ("plain surface").M3A1: That's the APC with red cross camouflage and single top MG (bed in the back): Driver can place a minefield (8 new mines) andup to two AT/Artillery guns wherever he wants. Please place the guns carefully ("plain surface"). The new mines are smaller than the engineer's ones, and they detonate when an infantry soldier comes closer than 3 metres - they do not harm soldiers though -they damage only vehicles. This minefield can be used to kill tanks, of course, and to reinforce the tank obstacle (see Willy).If properly placed, the mines avoid enemy infantry because they would detonate and destroy the Priest wreck whose blast would killenemy infantry. It's a little tricky, I know ;-)Axis:Hanomag AT 75: Driver can place one or two AT guns and minefield - see M3A1.Updated Trucks:The Mobile Missile Artillery Truck now is a one-seater - driver is the gunner, no more "smacktard drives away while gunner aims"AA Truck - no changes, obviously.Attack Truck: Two-seater with Red Cross disguise. Weapons officer operates placing of the new "TNT Ambush" and minefield.TNT Ambush: Four new TNT packs placed behind the vehicle. Huge blast when detonated, killing infantry and vehicles. To detonate,place mines/minefield, throw hand grenades or engineer's exp-pack. Some of the TNT packs might not explode instantly but with afew seconds delay ;-) The minefield serves as detonator, approaching enemy infantry will cause the mines to explode, thus blowing up the TNT.For minefield details (new mines), see "M3A1".Supply Truck: Three-seater, Red Cross camouflage, weapons officer can place "TNT Ambush" and minefield (see above).Marder III and Wespe: Driver can place the new tank & infantry obstacle, Axis version: A Hanomag Wreck, dug in, filled withexplosives, plus gasoline barrels, plus dug-in artillery ammo, plus barbwire. Cannot be cleared by tanks etc., enemy has toblow the obstacle away (fighter bomb, grenades etc.). Caution: The Hanomag will cause a huge blast when detonated, killing infantryand vehicles.Driver can also place a minefield to reinforce the obstacle._______________________________________Generally, the new features are available "on demand", so you don't *have* to use them. You may have noticed that the Allies' attack capabilities were improved (new mobile & stationary artillery) while additional weapons/objects for Axis are defensive ones. So be it ... ;-)I would suggest you try the new features in a conquest game for yourself - placing the objects properly, clearing the obstacles etc. Multiplayer mode was tested on Dice Dedicated Server (Windows).Great thanks to Moseley and Rexman for their modding tools which made modding possible. And to the forum members & Beta testers.Have fun,Recruit Snyder

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