Hot Dogs, Horseshoes & Hand Grenades/Unusable/NPC WeaponsHot Dogs, Horseshoes & Hand Grenades/Unusable/NPC Weapons - Internet Movie Firearms Database - Guns in Movies, TV and Video GamesHot Dogs, Horseshoes & Hand Grenades/Unusable/NPC Weapons
Several weapons in-game are featured solely as static images (for demonstration or decorative purposes); several other, more cartoonish-looking weapons are used by enemies such as Soldier Weinerbots (SWBs for short) and Sosigs.
Beretta 92FS
While not directly usable in-game, a Beretta 92FS (different from the M9A1 in-game) is seen on the item spawner's instruction panel as an example handgun, showing off some standard controls and functions.
A compact-sized Glock akin to the Glock 19 (albeit with a Glock 26-length barrel and slide) was made available to SWBs (Soldier Weiner-Bots) in Update #46, although according to its Sosigun spawn-menu name, it is apparently meant as a cartoonish Glock 17.
Error creating thumbnail: File missingGlock 19 - 9x19mm ParabellumError creating thumbnail: File missingA Weinerbot ambles into an objective room...Error creating thumbnail: File missing...and is promptly greeted with an axe to the face. If you can really call the featureless front of a Weinerbot's head a "face".Error creating thumbnail: File missingWith the release of Update #59's second alpha build, the bots' Glock was made into a new type of object - a so-called "Sosigun" (so named because the new enemy that wields them is known as the "Sosig").Error creating thumbnail: File missingTheir simplistic (yet somewhat surprisingly detailed) model reflects the simplistic nature of their use - the only thing that the player can do with one of these is to fire it until it runs dry, with actions like slide-racking and reloading being entirely impossible. This is largely in the interest of performance; were enemies to wield fully-detailed weapons with full sets of interactions, the user's computer would very quickly begin to smell of smoke.Error creating thumbnail: File missingStill, in spite of this, there is at least one detail worth noting:Error creating thumbnail: File missingDespite, again, being extremely simplistic models with only one possible point of interaction, these weapons still have reciprocating slides.Error creating thumbnail: File missingFurthermore, the enemies' weapons' newfound physicality gives the player the ability to rip a Sosig's weapon right out of its nonexistent hands...Error creating thumbnail: File missing...and either throw it clear across the room...Error creating thumbnail: File missing...or simply shoot the Sosig in the "face" with it.Error creating thumbnail: File missingA paranoid Sosig firing its Glock at another's corpse. This was caused by a bug in Update #59's early alpha builds; spawning the Sosigs, enabling wander/fight behavior, and setting them to different IFFs with dead Sosigs already present would cause the live Sosigs to identify the dead ones as threats.Error creating thumbnail: File missingDrawing a bead on an enemy Sosig with the Glock's surprisingly workable sights.Error creating thumbnail: File missingFollowing the eighth alpha build of Update #59, the Sosiguns were updated with new models and textures, generally making them look less like untextured raw models from early-mid 2000s third-person shooter games, and more like toys made of rubberized plastic, so as to better fit the aesthetic of the Sosigs themselves. This particular Glock is fitted with an equally-cartoonish suppressor, which does far more to muffle the gun's report than its size and muzzle flash would lead one to believe.
Heckler & Koch MP5SD1
The only strictly-dedicated suppressed weapon usable by enemies, the Heckler & Koch MP5SD1 was initially not a player-usable weapon (bar its limited functionality as a "Sosigun"), though it was later included as one of the 28 different MP5 variants added in Update #63.
Error creating thumbnail: File missingHeckler & Koch MP5SD1 - 9x19mm ParabellumError creating thumbnail: File missingA Sosig carrying an MP5SD1. Unlike many of their other weapons, the MP5 seemingly lacks a trigger guard.Error creating thumbnail: File missingAn MP5SD1 on the ground...Error creating thumbnail: File missing...and another one hovering ominously next to a Sosig.Error creating thumbnail: File missingThe enemy firing its MP5SD1; in spite of the suppressor, it still produces a full-sized muzzle flash.Error creating thumbnail: File missingReturning fire at another Sosig with the now-captured MP5SD1. Note the ejection port; this contains a bolt that visibly reciprocates when the weapon is fired. Also note the object at the weapon's front end, which appears to be either a somewhat stretched-out front sight hood without an actual sight, or possibly (though less likelily) a Truglo-esque red-dot sight.Error creating thumbnail: File missingThe updated MP5SD1, complete with ribbed handguard, non-solid front sight protector, and trigger guard.Error creating thumbnail: File missingThe Pacification Squad Sosigs, added in Update #62 (AKA Module 2 of the Return of the Rotweiners gamemode) use suppressed weapons (both MP5SD1s and suppressed versions of other weapons) fitted with visible laser sights, as seen in this rather awkward bit of CQC. The lasers would seem to run contrary to the purpose of the suppressors (although it could be argued that the Zosigs would be more attracted to gunshots than to red laser beams); this is simply in the name of balance, as being caught off-guard by a Pacification Squad patrol would likely mean near-instant death.Error creating thumbnail: File missingThe lasers seem to be activated by pressure switches (seeing as they're only active when being held), but yet neither pressure switches nor the actual lasers are visible on any of the weapons themselves; this MP5SD's laser apparently sees fit to instead just appear from the bottom of the handguard.
IMI Uzi
The full-size variant of the Uzi was added to H3 in the tenth alpha of Update #52, as an optional weapon for SWBs. According to its Sosigun spawn menu name, it's chambered in .45 ACP, an available (though less common) option.
Error creating thumbnail: File missingIMI Uzi - 9x19mm ParabellumError creating thumbnail: File missingAn Uzi-wielding bot belatedly realizes that he picked the wrong house.Error creating thumbnail: File missingGetting a fair bit closer to an Uzi-wielding bot than is strictly advisable reveals the rather surprising level of detail it features: it has a charging handle, an ejection port, and even a modeled rear sight aperture, despite the fact that, as mentioned, nobody is meant to be getting this close to a bot for long enough to actually notice this. Meanwhile, one of the bot's incredibly bright tracers provides this shot with a bit more flair.Error creating thumbnail: File missingWounded and dazed, a Sosig drops its Uzi on the floor.Error creating thumbnail: File missingStealing the Uzi, and putting the poor thing out of its misery. The abnormally bright flash of light seen here is caused by the impact of an API (armor-piercing incendiary) round; this effect is part of the rebuild of tracers (and ballistics in general) that occurred in Update #59.Error creating thumbnail: File missingAnother part of this rebuild is the migration of enemy weapons over to the new tracer system, as demonstrated by this unwilling test subject. Note that, as with their MAC-11s, enemies' Uzis strangely fire from a closed bolt with a reciprocating charging handle; it's even stranger here than it is on the MAC, however, as the Uzi's charging handle doesn't reciprocate (a fact which, as the Micro Uzi above demonstrates, the developers were aware of).Error creating thumbnail: File missingThe updated Uzi; gone are the flat, matte-gray surfaces, along with the sights. And, while it's not visible here, the reciprocation of the charging handle.
MAC-11
Another Update #46 addition to the arsenals of SWBs is the MAC-11.
Yet another SWB-usable weapon added in Update #46 is a sawn-off Remington 870.
Error creating thumbnail: File missingSawn-off Remington 870 - 12 gaugeError creating thumbnail: File missingA Weinerbot in a rather awkward standoff with the player. Note that its 870's pump handle is pulled to the rear; Weinerbots' weapons actually have moving parts. It's almost like you're actually supposed to get close to them or something...Error creating thumbnail: File missingExamining the left side of the enemies' low-poly 870 (in "Sosigun" form)...Error creating thumbnail: File missing...and the right side of a different one.Error creating thumbnail: File missingFiring the cut-off 870.Error creating thumbnail: File missingWhat follows is a pumping sequence that would seem a lot more normal were it not for the fact that this weapon is only being held with one hand; presumably in order to keep its behaviors simple enough to maintain the Sosiguns' low performance costs, the pump simply cycles itself automatically upon firing.Error creating thumbnail: File missing*record scratch* *freeze frame* "Yup, that's me. You're probably wondering how I wound up in this situation."Error creating thumbnail: File missingThe updated, rubberized 870 Sosigun. Not much has changed, apart from the addition of a couple of pins and some very widely-spaced pump handle serrations.
AKM
As mentioned, the 10th alpha of Update #52 added the AKM to the arsenals of SWBs.
The final weapon made available to the SWBs in Update #46 was most likely intended as a cartoonish M16A1, with the resultant weapon resembling a Colt Model 607.
Error creating thumbnail: File missingM16A1 with 20-round magazine - 5.56x45mm NATOError creating thumbnail: File missingColt Model 607 with 20-round magazine - 5.56x45mm NATOError creating thumbnail: File missingA now-headless bot dropping to the floor, somehow still keeping a grip on its Model 607; this is made doubly strange by the fact that they don't even have hands to grip their guns with in the first place (a fact which, according to one of their voice lines, they are actually aware of).Error creating thumbnail: File missingAnother bot "meating" a similar end. Fun fact: you can't tell for sure if this gun is facing towards or away from the camera. And now you can never unsee that.Error creating thumbnail: File missingTo help take your mind off of your newfound hatred of me, here's a picture of a camouflaged Sosig with a 607 slung over its... well, you can't call it a shoulder, because they don't have arms, so... y'know what, let's just say that the Sosig's carrying it. That seems like a solid plan.Error creating thumbnail: File missingGrabbing the Sosig's 607...Error creating thumbnail: File missing...before wasting all of its ammo on the floor.Error creating thumbnail: File missingExamining the now-empty rifle.Error creating thumbnail: File missingA far more heavily-armored Sosig helpfully showing off the other side of its rifle. While it's presumably just a result of the rifle's deliberately low-poly modeling (especially since it's indexed in the spawning menu as "M16"), the shortened stock, exposed-barrel-to-handguard ratio, and slickside upper receiver (complete with modeled ejection port) help further peg it as a Model 607.Error creating thumbnail: File missingBlasting away an enemy, with the rebuilt tracer effects creating a spectacular lightshow; note that the 607 lacks a rear sight.Error creating thumbnail: File missingThe updated model of the 607 brings with it the rather curious choice of a handguard with grasping serrations rather like those of an M16A2; it also has space in the lower receiver for a magazine release, but not the actual magazine release itself.Error creating thumbnail: File missingA dropped 607 fitted with a suppressor, as used by some of the Pacification Squad enemies.Error creating thumbnail: File missingThe laser on this particular firearm seems to spontaneously emanate from either the front sight the gas block.
Unknown AR-15 Carbine
The wooden hot dog soldier targets (yes, you read that right) seen in certain scenes are drawn with somewhat generic, hard-to-identify AR-15-pattern carbines. The item spawner's tutorial/example image for closed-bolt, magazine-fed firearms also features a simplistic-looking AR to illustrate the various controls involved in any such weapon's operation.
While not physically present in-game, a Remington Model 700 VTR with a bipod appears on the item spawner's instruction panel as an example of a bolt-action rifle.
Update #52's 10th alpha gave SWBs the ability to use Steyr Scout rifles. They boast high damage, accuracy, and range, offset by their low fire rates and capacities.
Steyr Scout - 7.62x51mm NATOError creating thumbnail: File missingA bot with a rather comically proportioned Scout wanders into a Hold Point, and begins to wonder if this is really the best weapon for close-quarters combat against a lunatic with a sawn-off Sten and a SPAS-12 loaded with high-explosive shells.Error creating thumbnail: File missingA enemy's Scout on the ground.Error creating thumbnail: File missingPicking it up, just in time to meet an enemy Sosig whose enthusiasm greatly outstrips its preparedness. Lifespan measured in seconds.Error creating thumbnail: File missingAiming at another helpless enemy; note that, unlike the Scouts used by the Weinerbots, the Sosigs' Scouts lack scopes, likely to avoid having to program such a complex function into a weapon meant to be simple and cheap (from a performance standpoint, that is).Error creating thumbnail: File missingPutting the downed Sosig out of its misery reveals something else of note: much like their sawn-off Remington 870s, the Sosigs' Scouts have self-cycling bolts; again, this is meant to keep the weapons as simple as possible.Error creating thumbnail: File missingCharging a Scout-wielding Sosig, its complete and utter failure to aim showing off how their rifles are also self-cycling. Which makes sense, when you think about it - they are, after all, the same guns, regardless of who's using them.Error creating thumbnail: File missingThe Sosig's failure to aim also has other effects, namely on the distance between its head and the rest of its body.Error creating thumbnail: File missingThe updated Scout model; following the Law of Conservation of Trigger Guards, adding a trigger guard to the MP5SD1 required removing one from the Scout. Presumably.