Prior to 1964, Volgin learned of the Philosophers' Legacy following his father's death, and illegally inherited a microfilm containing records of the enormous cache of funds. Volgin was later involved in putting down the unrest in East Germany in 1953 and Hungary in 1956. He was also implied to be involved in similar massacres in Ukraine and Belarus during anti-guerrilla operations, boasting afterwards that he had personally "disposed" of over 100,000 anti-communist activists. He took part in the Katyn massacre, in which the NKVD murdered over 20,000 Polish officers, where he often removed the prisoners' blindfolds before beating them to death, placing the blame on a prisoner revolt to allay any fears. During World War II, he served in the domestic branch of the Soviet Secret Police, NKVD, stationed at the rear of the Red Army, and charged with punishing deserters.ĭuring the war, Volgin gained a reputation as the most brutal and cold-blooded of the Soviet spymasters. Volgin was born sometime between 19, and later became a boxing champion as a young adult. 5.2 Metal Gear Solid V: The Phantom Pain.His desire for vengeance kept him alive for many years, and through the psychic influence of Tretij Rebenok, he awakened as the Man on Fire and set out to enact his revenge. A physically imposing figure, his body also carried a permanent electric charge, and he specialized in electric shock attacks.Īfter being burned alive during Operation Snake Eater, Volgin's comatose body was retrieved and experimented on by Soviet scientists. With funding from the Philosophers' Legacy, Volgin established the huge fortress of Groznyj Grad, where he had the nuclear-armed Shagohod developed. Yevgeny Borisovitch Volgin (Russian: Евгений Борисович Волгин), also known as Thunderbolt, was a Soviet GRU colonel, who conspired with the Brezhnev faction and the military in the 1960s to overthrow Nikita Khrushchev and seize power. Potential threats must be weeded out." ―Volgin to Ocelot We must root out spies wherever they hide. A Cold War, fought with information and espionage. See how I have Player and Player_Gamepad which implement the same actions." This is war, Major. Small update: my current middle ground solution that's working for me right now and is what I'm going to use in the project I'm releasing soon is to use the ActionMap name, and then just implement the Gamepad and KBM as separate action maps that use the same actions. If you could somehow use SetCallbacks on the PlayerInput component, it would solve like 99% of my complaints with using PlayerInput, and I'd really like to be able to get the controlScheme from the CallbackContext Implementing the interface forces you to implement all the functions of the interface so it makes sure that you touch every script that implements the interface. #C sharp metal gear player behaviour update#And while the above technically works, the downside to this is that I need to use "FindAction" and then assign stuff that way vs just implementing the interface and using SetCallbacks so this scales poorly and could introduce errors when I change the input binding but then don't update one of the scripts to include the updated "FindAction" and/or just add a new action and then don't implement it.
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