Door Kickers 2

Door Kickers 2

RACE - Rapid Action Crisis Element
52 Comments
Pixy_PixY_JL 14 Jul @ 10:33am 
Fun mod + good mission.

Thanks for the update, now the missions' challenge are worth to do.
Dedoxxed  [author] 6 Jul @ 6:59am 
Released a major overhaul to the uniforms and added missing variants.

More to come soon...
tactical timmy 6 Jul @ 6:59am 
i dont really like this mod, the maps are way too difficult for the swat officers even with max doctrine and for me have to be done with the rangers
Happycowmam 1 Jul @ 10:23pm 
Love this mod, best swat/police faction imo. Strange lack of breaching shotgun that should be easy to add. Drone like from the FBI HRT or SCP MTF would be neat too.
Bl1tz 1 Jul @ 10:11am 
so are the members of RACE referred to as RACEists?
KIMURA 26 May @ 10:45am 
I have another idea — how about giving the RACE unit a Police Hydraulic Door Blaster? It would be a nearly silent breaching tool. In the Door Kickers files, you can even set how far the sound radius reaches, so it could be made very stealthy.

That’s something no mod has included yet. We've already got cutting saws and chainsaws for breaching — but this would be a unique addition.

Here’s a video link so you can see exactly what I mean
https://www.youtube.com/watch?v=o2U1FXaLwHk
Dedoxxed  [author] 25 May @ 2:03pm 
Updated.

More Soon™️
KIMURA 24 May @ 5:13am 
I tried something just for fun – I wanted to see if a mod that includes a CS launcher would cause windows to shatter when fired at. Interestingly, only in the SWAT mod for DK2 do the windows actually break upon impact.
At first, I thought the FBI HRT mod would be more accurate in that regard, but this just shows how easily you can be mistaken.

Ltras must have somehow managed to define the grenade as a projectile, which is probably why it interacts with the environment that way.
KIMURA 23 May @ 4:07pm 
I'm glad you liked my idea with the CS grenade launcher and even implemented it! One thing I noticed though – when you shoot at windows with the CS launcher, the grenade projectile doesn’t break the glass like your shatterballs do. I’m not sure if the CS grenade can be set as a projectile in DK2, but if it’s possible, maybe you could include that in a future update?

Another use for the launcher in SWAT units is to shoot out lights with non-lethal projectiles, but I know that’s probably not possible in DK2. However, it might be interesting to give the CS launcher an additional non-lethal projectile type – similar to bean bags – that could be used to open barricaded windows from the outside. That way, troopers wouldn’t always have to stand right next to them and could instead clear a path from a safe distance. Of course, this should only work with the 6-shot launcher to keep it balanced.
Dedoxxed  [author] 23 May @ 2:48pm 
That CS Grenade Launcher sounded cool, so I made it real (now available)
KIMURA 23 May @ 7:59am 
I just saw that you already included the G3S in gray. Your mod is fantastic and really fun to play because the balancing is also very well done. Keep up the great work!
KIMURA 23 May @ 7:12am 
Could you maybe add the M32A1 Grenade Launcher wih gas grenades for the R.A.C.E. team?
Many SWAT teams use this weapon, so it would make sense to include it.
Also, it would be great to see a few more uniform variations.
Black is actually not used by many SWAT units anymore.
In the U.S., most teams now use Ranger Green, and in Europe, it's often stone grey for G3 uniforms.
Dedoxxed  [author] 21 May @ 2:01pm 
Thanks. Fixed that now.
brownwood4 21 May @ 1:18pm 
Undercover units cannot select crowbars, even though they will have crowbars equipped upon unit creation.
Takeshi, made in Mom 15 May @ 2:42am 
Hi, Expanded Shotgun Breaching Plus supports your shotguns.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454673734
If you find some problem, don't want my support, or add new shotguns, please tell me.
Dedoxxed  [author] 1 May @ 4:54am 
Finally fixed all off the below issues.
- Rectangle shield does not crash anymore
- Suppressed MCX isn't "super silent" anymore

Also, the gunfighter shields only blocks pistol-level calibers so there wasn't any issue on that end to begin with.
Happycowmam 23 Apr @ 6:51pm 
The Rattler (MCX) with the suppressor literally silences the game when it shoots lol.
SarydZ 22 Apr @ 2:50am 
When a trooper with the shield deploys the game crashes
Dedoxxed  [author] 20 Apr @ 8:36pm 
How exactly is the rectangle shield broken? Not at home right now or any time soon so let me know please.
If it’s the model, texture or just not stopping bullets as well.
SarydZ 15 Apr @ 6:11pm 
Rectangle shield is broken and the gunfighter shield does not stop bullets
Dedoxxed  [author] 15 Mar @ 6:27am 
An attempt to fix all helmet-related issues was just released now.

Please let me know if you are still having issues.
bsavage367 15 Mar @ 5:28am 
@Dedoxxed
bsavage367 13 Mar @ 1:48pm 
I don't know if anyone else is getting this as well, but whenever a helmet is equipped it shows it as the tan helmet and not the black one? this happens for both of them so i don't know whats happening there?
阿古亚的小伊洛 1 Mar @ 4:57pm 
Nice👍
Dedoxxed  [author] 24 Feb @ 11:22am 
My mistake, I'll try to re-upload a fix.
Sleg 24 Feb @ 8:55am 
Sorry to be a bother, but the shield's piercing protection still seems to be 4s, 5s, and 6s. All of the other armor seems to be fine.
Dedoxxed  [author] 23 Feb @ 12:14pm 
If anyone hast wishes or suggestions, let me know what I could do.
Dedoxxed  [author] 23 Feb @ 12:13pm 
@Sleg Should be fixed by now.
Sleg 22 Feb @ 10:07am 
I think you forgot bulletproof shields when you were fixing all of the piercing and protection values for 1.0
Dedoxxed  [author] 22 Feb @ 1:00am 
@defenseman03 Is fixed now.
defenseman03 21 Feb @ 5:27pm 
@Dedoxxed I get an error message when trying to start a mission saying that LoadModel can't find IGCS_cubebody_defaut.khm in the data tree. Is there anyway I can fix this?
Kaguya(伏龙芝肄业) 19 Feb @ 12:09pm 
Got it thanks!@Dedoxxed
Dedoxxed  [author] 19 Feb @ 3:13am 
@KafuKaguya I fixed this issue in the most recent versions. Please unsubscribe and re-subscribe if necessary or allow Steam to auto-update.

Thanks.
Kaguya(伏龙芝肄业) 18 Feb @ 8:59pm 
Will make skill information appear in your ui always,can fix it?
UKSF 18 Feb @ 2:23pm 
@Deoxxed you're a f*kng Legend bro
Jun 18 Feb @ 2:10pm 
Finally, I can be a RACEist in doorkickers 2
Dedoxxed  [author] 18 Feb @ 12:52pm 
I can send you the file if you DM me on Discord but if you want to correct it yourself, you should replace "race_team" with "RACE Team" .

The unit's name goes by "RACE Team" while the troopers all have their own unique entity names.
UKSF 18 Feb @ 12:41pm 
@Deoxxed thanks for getting back to me, i tried what you said deleting the lines and changing the last line to <Bind eqp="race_lpg" to="race_team"/>
but the Lockpick machine completly disappears from the inventory, for everyone. Same thing happened when i tried to mod it myself earlier. By adding binding lines to race_lpg for each operator category . Maybe modding isn't for me, ill just enjoy the mod as is. Leave it to the professionals. Thanks again for the awesome mod!
Dedoxxed  [author] 18 Feb @ 10:18am 
@Pasta Ranger I'll look into it for the next update I release. I can agree on loadout configuring taking long time and being tedious.

@Lucifer RACE_various.xml file has the item "race_lpg", which is the "custom" Lockpick gun, ever so slightly different from the original Lockpick Gun.
You can copy and add additional binds or just delete the existing binds and simply do a single one where you bind it to "RACE Team" (the entire unit).
UKSF 18 Feb @ 3:16am 
I second @Pasta Ranger, Having to set each operator manually is long. I also tried to mod the files to unbind the Lockpick machine so it could be accessible for all operators. That did not go well. if someone could enlighten me id really appreciate it. Thanks and great mod by the way :steamthumbsup:
Sheriff Pasta 17 Feb @ 4:26pm 
Any chance you could add the bindings for suppressed versions of weapons to the different team members? Since only the unsuppressed are bound, you can't copy and paste loadouts. Having to manually equip everyone with suppressors is a bit tedious.
Sheriff Pasta 17 Feb @ 4:05pm 
@Dragorm You can copy the mod into your mods folder, and edit it like it's your own personal mod to avoid updates overwriting things.
Dedoxxed  [author] 17 Feb @ 1:33pm 
I'll try to keep it uploaded on nexus for now but I can't promise it'll be like this forever.
I will definitely try to keep the versions identical but I can't say much about the page or changelog being updated everytime.
Dragorm 17 Feb @ 12:06pm 
Good to see it being uploaded to steam, but I'll stick to using nexus version as long as they are updated at the same time.
I make my own changes to mods and I cant keep them up if steam automatically updates them and un-changes my own changes.
Dedoxxed  [author] 17 Feb @ 8:40am 
Good Morning, Evening or anything else.

The Uniforms Add-On is seperate so people can save some minimal storage space for their disk even though there isn't a lot of point to it.

I just tested and the toolbox works fine if you download the uniforms add-on and activate in a correct order.

My apologies for any incovenience had.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3428864819&searchtext=RACE
Hi, usually the toolbox mod should be perfectly work with the camo selection (yup, aside from the in game camo selector). But I found the body section (the camo) only one option mark as "race_standardissue_uniform_name". if your mod is truly made with the in game camo selector I think it won't come with a issue like this. Or is there any seperate mod I should downaload to include more uniform?
Another thing is, you can take a look at trooper toolbox mod, it really gives you more option for customization*
Dedoxxed  [author] 17 Feb @ 6:38am 
It would be very helpful if you could be more specific please.
Thank you :steamhappy:
ECHO 16 Feb @ 11:53pm 
attack types got some bugs
jonexhd 16 Feb @ 3:28pm 
Looks great. Maybe make all RACE theme missions into a mission pack or a campaign?
Dedoxxed  [author] 16 Feb @ 2:13pm 
Damn. I‘ll fix that