We just reached 30,000 articles on this wiki! 🥳
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Call of Duty: Advanced Warfare

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Call of Duty: Advanced Warfare

Developers: High Moon Studios, Sledgehammer Games
Publishers: Activision, Square Enix (JP)
Platforms: Windows, Xbox 360, PlayStation 3, Xbox One, PlayStation 4
Released internationally: November 3, 2014
Released in JP: November 13, 2014


AreasIcon.png This game has unused areas.
ObjectIcon.png This game has unused objects.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

We got Exo-Suits now men, suit up, whether you like it or not, we are takin' to the skies. Also be sure to pack your clown costume.

Hmmm...
To do:
  • Campaign ending was changed after being filmed.
  • Unused feature? (bottom-most post)
  • This article on Call of Duty Wiki lists some clothing items that were never released. Verify that they are unobtainable and add them.
    • Additionally, according to this Reddit comment, the Mastery Pants or another Mastery clothing item was never obtainable due to a glitch. Research this.
  • Is the serial number on the back of the Stinger M7, shown here, even visible in the PC version at max FOV? If not, this should be mentioned.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Weapons

Hmmm...
To do:
Document the following weapons:
  • throwingknife_mp
  • throwingknife_rhand_mp
  • frag_grenade_var_mp - Unused Frag Grenade option for the Variable Grenade
  • semtex_grenade_var_mp - Unused Semtex Grenade option for the Variable Grenade
  • contact_grenade_var_mp - Unused multiplayer version of the Contact Grenade intended to be accessed through the Variable Grenade. There also might also be an unused non-Variable Grenade version of this weapon.

Determine whether the following weapons are unused:

  • gl_mp
  • deployable_vest_marker_mp
  • paint_missile_killstreak_mp - The name refers to a Scorestreak or Scorestreak module that fires a missile that colors enemy players it hits in a red color that could temporarily be seen through walls, like the Threat Grenade. "paint" in reference to this effect also occurs in the filename for the Threat Grenade, paint_grenade_mp . Also check to make sure this weapon file isn't for something that is actually used.

Thompson

The Thompson was supposed to be added post-launch to the game via supply drops, but it was cut. This weapon would have accepted a dual-magazine attachment and the model would have a picatinny rail.


(Source: Advanced Warfare on IMFDB)

M160

Hmmm...
To do:

A near-complete weapon that was showcased in pre-release footage. Cut for unknown reasons.

Atlas Sword

A cut weapon meant for Exo Zombies.

(Source: Call of Duty Wiki)

SHOTGUN_SEMIAUTO_MULTIBARREL

Hmmm...
To do:
Check if there is any other data for this gun.

A cut semiautomatic shotgun whose unique attribute was that it had multiple barrels. This weapon has a Create-a-Class description with the codename "SHOTGUN_SEMIAUTO_MULTIBARREL" and contains the following description: "Semiauto multi-barrel".

(Source: Reddit)

PISTOL_BOLT_ACTION

Hmmm...
To do:
Check if there is any other data for this gun.

All the information about this gun comes from the localization string for its description, PISTOL_BOLT_ACTION: "Bolt action pistol." The description is reminiscent of the RW1.

(Source: Reddit)

AR_SEGMENTED_RELOAD

Hmmm...
To do:
Check if there is any other data for this gun.

A full auto Assault Rifle with a unique ammunition mechanic. This weapon has a Create-a-Class description with the codename "AR_SEGMENTED_RELOAD" that has the following description: "First three rounds fire faster. Reloads in 10 round attaching clips."

(Source: Reddit)

Single Wield XMG

Hmmm...
To do:
  • Check if there are any animations for this weapon.
  • The weapon file might also have draw and drop times for the single wield version.

The weapon file for the XMG contains parameters pertaining to a single wield version of the weapon. These parameters are listed below along with the used Akimbo versions. Given the long reload cancel time, the single wield version presumably would have had a large amount of ammo like the Akimbo version.

Parameter Function Value Akimbo
fireTime Rate of fire. 705 RPM (same RPM as BAL-27 after first four bullets) 600 RPM
reloadAddTime Reload cancel time for a partial reload. 4.9 seconds 6 seconds (partial/full reload)
5.5 (reload cancel)

Left-hand Exo Launcher Items

The game contains unused weapon stat files for versions of each Exo Launcher item that would be fired from the player character's left arm. The filenames for these weapon stat files are the same as the normal ones but with "_lefthand" at the end, e.g. "frag_grenade_mp_lefthand". This unique functionality possibly would have been tied to a perk, and given that swapped placement of the launcher, possibly a perk that allowed the player to use the Exo Launcher while performing another action.

Leftover Weapons

Hmmm...
To do:
  • Are the glowing SPAS-12 shells due to the shell texture missing?
  • The following weapons may only be present in the memory of certain campaign level: SPAS-12, M249 SAW, P90, M9.
  • The linked videos for certain weapons show them with a faster reload than normal. Determine if they actually do have a faster reload or the player has a maxed out Reload Exo Upgrade: P90, M249 SAW, M9.

Advanced Warfare contains a number of weapons leftover from prior Call of Duty games, the majority of which are from Modern Warfare 3. Several of these weapons are loaded into the memory of various campaign missions and were presumably used prior to proper game assets being created. Several of these weapons function the same as they did in the game they originate from and are compatible with different attachments but lack all weapons sounds and contain minor irregularities. Most of these weapons have a third person model when dropped on the ground that uses the pickup icon for the weapon from the game it originates from.

Additionally, the name for most of these weapons displayed in the HUD and when picked up is the string for their name instead of their actual name. In Call of Duty games, weapons will specify a string for the weapon's name and a localization string file will specify what text goes with that string. For these weapons, the string and its accompanying text presumably do not exist inside any localization file, and thus the weapon displays the string for its name instead of its actual name.

The following leftover weapons exist inside the game. Unless otherwise noted, all weapons function the same as in the game they originate from, have no weapon sounds and their HUD/pickup name is the string for their name.

Modern Warfare 3

  • SPAS-12 - Can be loaded into the campaign. Ejected shotguns shells glow red. Compatible with the Red Dot Sight, Holographic Sight, and Grip. Demonstration video.

Modern Warfare 2

Modern Warfare

  • M249 SAW - Can be loaded into the campaign and is the non-mounted version. This version inflicts a low amount of damage and lets out gases from the barrel that are thick and cannot be seen through due to compatibility problems with the game. Demonstration video.

P90

The P90 from Modern Warfare 3 can be loaded into the campaign. Unlike other weapons, this weapon does have a firing sound but the sound is different than the one in Modern Warfare 3. This weapon is compatible with the Red Dot Sight, Holographic Sight, ACOG Sight, and Silencer. A video showing the P90 and its different attachment can be seen here.

M14 EBR

The M14 EBR from Modern Warfare 3 can be used in the mission "Throttle". It is somewhat broken, with the weapon missing its sounds and the scope view being an odd square instead of the regular scope reticle.

RPG

The RPG from Modern Warfare 3 can be used via a glitch on the mission "Throttle". It functions identically to the Modern Warfare 3 version, although it is missing sounds and certain animations.

CODAW-UnusedRPG.png

Early Weapon Names

Hmmm...
To do:
Check whether the campaign explains what "XMG" stands for, as it might be an acronym for "Exo MG".

The filenames for several weapon stat files refer to weapons by what appear to be early names, given how they differ substantially from the names used in-game. Note that some of the names referred to below may have been fully capitalized.

Name Early Filename Notes
Atlas 45 Titan 45 titan45
PDW VBR vbr
IMR Himar himar Also appears in concept art seen here and in this video from 12:29 - 13:10.
NA-45 M990 m990
Atlas 20mm Thor thor
XMG Exo MG exomg
Ameli ASAW asaw

Unused Attachments

Hmmm...
To do:
  • Direct Hack:
    • Check how it appears in the Create-a-Class attachments section and what weapons it is compatible with.
    • Its attachment file (filename is "directhack") appears to have no actual content about how this attachment actually functions. Verify this and add.
  • The EPM3 gets a notification for unlocking the Thermal Sight but does not have one. Probably unused, but do check the code.
  • Direct Hack - The Create-a-Class description for this attachment is "EMPs your target while looking at them." It does not function at all in-game and is glitched when attached to some weapons. A video of this attachment can be seen here. It is compatible with the Atlas 45, PDW, MP443 Grach, and some assault rifles, but with the following effects:
    • Atlas 45: Adds a laser sight-like object the the front of the gun.
    • PDW: Floats around the player character's head.
    • MP443 Grach: Appears on the gun and another copy of the attachment floats around the player character's head.
    • Compatible assault rifles: Does not appear on the weapon.
  • Unused Attachment Combinations

    Hmmm...
    To do:
    • Add Akimbo MAHEM, also shown in the video.
    • Akimbo Pytaek and Ohm have more stats listed here. Also try to load them in-game.
    • Document Akimbo RW1.

    The following unused attachment combinations function properly in-game, but in the loadout selection screen the attachments will not have any icons when selected for a loadout. All of these weapons can be seen in this video.

    Weapon Attachments
    MORS Quickdraw Grip
    Laser Sight
    Tac-19 Thermal scope
    Silencer
    MK14 Advanced Rifling
    Crossbow Quickdraw Grip
    Laser Sight
    Atlas 20mm Laser Sight
    Ironsights

    Weapon files for the following weapons contain coding for compatibility with the following attachments:

    • Pytaek Akimbo - The weapon file for this weapon contains stat data for equipping Akimbo on the weapon. Some of the stats for the weapon are listed below. Interestingly, a pre-release trailer showed the XMG with a pickup icon consisting of two Pytaeks positioned next to each other, although it is not known whether this has any connection to this scrapped attachment.
      • Reload time: 8.67 seconds
      • Rate of fire: 857 RPM (normal is 631)
    • Ohm Akimbo - The weapon file for this weapon contains stat data for equipping Akimbo on the weapon. Some of the stats for the weapon are listed below. It is not currently known whether the weapon with this attachment could switch between both weapon modes or whether it forced the weapon into one of these modes.
      • Reload time: 8.67 seconds

    Dual Magazine

    Hmmm...
    To do:
    Add Lever Action Dual Mag reloads.

    The following weapons have unused compatibility with Dual Magazine. Stats for each weapon comes from each weapon's weapon file and are listed below along with their normal reload speeds. Times are listed in seconds.

    • M1 Garand: (for comparison, the normal Dual Magazine reload time is the same as the weapon's normal speed reload time)
    Reload Normal Dual Magazine
    Partial 3.3
    2.2 (reload cancel)
    1.7
    1.1 (reload cancel)
    Empty 2.9
    1.4 (reload cancel)
    1.7
    1.1 (reload cancel)
    • MP11:
    Reload Normal Dual Magazine
    Partial 2 1.7
    Empty 2.5 1.7
    Reload cancel 1.45 1.15
    • Repulsor:
    Reload Normal Dual Magazine
    Partial 2 seconds
    1.5 (reload cancel)
    1.7
    1.2 (reload cancel)
    Empty 2.3
    1.6 (reload cancel)
    1.7
    1.2 (reload cancel)

    Unused Weapon Stats

    Hmmm...
    To do:
    • The CEL-3 Cauterizer has segmented reload times defined (reloadStartTime, reloadStartAddTime, reloadEndTime). Are they used?
    • Bulldog has unused segmented reload times (reloadStartTime, reloadStartAddTime, reloadEndTime).
    • NA-45 and Atlas 20mm appear to have unused segmented reload cancel times.
    • In the EM1 weapon file, is reloadTime unused or used for the cooldown?
    • Do the weapons with unused speed reload times have unused animations?
    • The Grenade Launcher has aim assist and hipspread values. Document them if they are not used.
  • While the fast reload for Dual Magazines is the same regardless of whether it is a partial or empty reload, the game does support functionality for the two reloads taking different times, although it is not used.
  • The RW1 has reload times for partial reloads, which is not possible as the weapon only holds one bullet. The partial reload time is listed as 1.96 seconds and can be reload cancelled at 1.43 seconds. The weapon's normal reload time is 1.4 seconds and can be reload cancelled at 1 second.
  • The AK-47 has an unused raise parameter called altRaiseTime which is set to 700 (0.7 seconds). In prior games this parameter on weapons was used for switching to an underbarrel attachment, such as a Grenade Launcher or Shotgun, but is not used on weapons in this game.
  • The EM1 has unused reload times. The existence of these reload times and their length suggest the weapon at one point had a large magazine akin to normal LMGs instead of infinite ammunition.
    • Partial reload cancel: 7.13 seconds
    • Empty reload: 8.67 seconds
  • XMG:
    • The XMG has hipfire spread values when prone that are never used as the weapon cannot be used in prone. They are identical to its standing hipspread values.
    • Lockdown mode has an unused HUD name of "Akimbo", likely related to how the internal name of Lockdown mode is "akimboxmg".
  • MORS:
    • The MORS has an unused speed reload time of 1.134 seconds. Additionally, it also has an unused speed reload cancel time of 1.4 seconds, which strangely is longer than the original reload cancel time instead of shorter.
    • The MORS has an unused ADS time of 0.45 seconds, which is slower than its default ADS time of 0.4 seconds. The unused ADS time is present in the weapon stat file but is not used because the MORS' default scope is treated as an attachment and the scope's weapon file has its own ADS time.
  • The following weapons have damage drop off values defined despite having no damage drop off. "Max" refers to the maximum range before damage begins to drop off and "Min" is the range where the damage drop off stops.
  • Weapon Max Min
    All Sniper Rifles 1024 1792
    • When reloading more than one round in the Tac-19 and MDL, the time taken to load the first round is longer than the time to load subsequent ones. These reload times are determined by different parameters in each weapon's file. Oddly, the parameter that determines the reload cancel time for reloading the first round reload on segmented reload weapons is filled out for several weapons that do not use segmented reloads. Partial reload, empty reload, and reload cancel times are also listed below for comparison.
    Weapon Partial Empty Cancel Segm. Cancel
    Lynx 3 3 1.8 2
    MORS N/A 1.2 0.8 2
    SVO 2.75 3.55 1.75 (partial)
    1.8 (empty)
    1.75
    S-12 2 2.3 1.5 1.5
    • The S-12 and Bulldog have unused pump times that go unused as the weapons are not pump action. The parameter that lists these pump times is called rechamberTime and has been used in prior game for this function. Additionally, these shotguns as well as the Tac-19 have an unused parameter called rechamberBoltTime that lists times for a game function that does not exist in the final game. The values for this parameter are presumably measured in seconds.
    Weapon Pump time rechamberBoltTime
    Tac-19 0.467 seconds 0.45 seconds
    S-12, Bulldog 0.37 0.167
    • The Blunderbuss has an unused speed reload time of 4 seconds and a speed reload cancel time of 3.5 seconds, its normal reload cancel time. For comparison, its normal reload time is 4.5 seconds. In-game the Blunderbuss is only able to fire one shot before it has to be reloaded, rendering these speed reload times unused.
    • All grenades in multiplayer have unused melee times. The values for the Exo Punch are provided for comparison. The meleeDelay parameter specifies a delay between pressing the melee button and the melee animation executing while meleeTime lists the length of the melee animation.
    Weapon meleeDelay meleeTime
    Exo Punch 0.13 seconds 0.8 seconds
    Grenades 0.1 0.66
    • All grenades have an unused sprint out time of 0.5 seconds. For comparison, most assault rifles have a sprint out time of 0.25 seconds, while the MAHEM has a sprint out time of 0.4 seconds and the rippable turrets for the Remote Turret scorestreak have sprint out times of 0.666 seconds.
    • The Grenade Launcher attachment contains some unused parameters.
    Parameter Function Value Notes
    adsZoomFov FOV in ADS. 80 Same FOV as the MDL.
    adsTransInTime, adsTransOutTime Time to enter and exit ADS. 0.5 seconds The ADS-in time is the same as the ADS time for the launchers.
    adsViewKickCenterSpeed How long it takes for the iron sights to recenter after a bullet/round has been fired. The higher the number is, the faster the iron sights recenter. 2500 Same centerspeed as the launchers, MDL, and IMR.

    Unused Scorestreak Modules

    Hmmm...
    To do:
    More names and descriptions listed here.

    Advanced Warfare contains some unused text pertaining to cut Scorestreak modules. "String name" refers to the name of the string for the module's name.

    Scorestreak String name Name Description Notes
    XS1 Goliath HEAVY_EXO_MANIAC Maniac Trade your primary weapon for speed, exo movement, and a spike drone. This module previously appeared in Call of Duty: Ghosts as a Pointstreak called "Maniac". While not mentioned in the description, this module presumably would have allowed the player to still use the XS1 Goliath's punch melee attack.

    Unused Create-a-Class Items

    Advanced Warfare contains a number of assets pertaining to cut items that could be equipped in loadouts.

    Unused Perks

    Hmmm...
    To do:
    Some documentation of other perks in this video and here.

    Advanced Warfare contains a number of unused perks, some of which function in-game while others only have leftover descriptions. Of the perks that can be loaded in-game, several appear to have been imported from prior Call of Duty games.

    Loadable

    The following perks can be loaded in-game. Some of these perks either have an icon consisting of a checkered box or a placeholder icon that reads "Temp Icon".

    Name Icon Description Notes
    PERKS_STOPPING_POWER Placeholder icon. The Stopping Power perk that appeared in prior games. It is not currently known whether it functions in-game.
    (Source: Youtube)

    Descriptions

    The following perks only have a leftover description. Many of these descriptions possibly originated from early development given how casually they are written. Several of these perks reference a cut Pro Perk system where perks could be upgraded to a more enhanced version, presumably through completing challenges. Unlike the Pro Perks of prior titles which added extra functionality, these Pro Perks appear to simply enhance the functionality of the base version of the perk. Pro Perk abilities are described under the "Lvl 2" section of each description.

    Tactical Mask

    The Tactical Mask perk, which previously appeared in Black Ops 1 and 2, has the codename "TACTICALMASK" and the following description: "Reset grenade fuse. Flash and concussion reduction. Lvl 1: 50% Lvl 2: 90%". The grenade fuse aspect would allow the player to reset the fuse on a grenade when throwing back a grenade, which cannot be done in the final game. The description also references Flash Grenades, which do not exist in the final, and Concussion Grenades, which are called "Stun Grenades" in the final. The Pro version's effect reduction is the same as Tactical Mask in Black Ops II and Tactical Mask Pro in Black Ops 1, which virtually negates the effects of Concussion and Flash Grenades.

    Unused Equipment

    Hmmm...
    To do:
    • Do any of these equipment have an actual name?
    • More listed here.

    Advanced Warfare contains several unused Create-a-Class descriptions pertaining to different types of cut equipment that could be equipped in a class. "Codename" refers to the codename for the equipment item's description.

    Codename Type Description Notes
    TRI_DRONE Exo Launcher item Three explosive sticky drones with secondary flashbang fx.
    (Source: Reddit)

    Other

    The game contains a Create-a-Class item description with the codename "HIGHROLLER" that has the description "Re-roll care packages." It is uncertain whether this item is a perk or a Scorestreak module for the Orbital Care Package. In the final game, the Double Tap module for the Orbital Care Package functions exactly as this unused Create-a-Class item but has a different description.

    (Source: Reddit)

    Unseen Map Content

    Hmmm...
    To do:
    This out-of-map video on Riot shows some potentially unseen content. Can any of it be seen in-game?
    • 0:50 - 1:30 shows content inside the cells in the middle of the map.
    • 1:35 - 1:58 shows a black object underneath the map.
  • The Detroit map contains the following unseen content that can be seen in this video from 7:45 - 8:44.
    • There is a lake outside the map.
    • The skybox is actually part of a photograph taken from a cliffside overlooking a bridge. While normally only the sky can be seen, part of the full image can be glimpsed by getting outside of the map.
  • Greenband:
    • One of the drones that flies by has "POLICE" on it.
    • There are many buildings placed outside the map that the player cannot see as they are obstructed by other buildings closer to the map.
    • Some buildings outside the map have a rather detailed texture for a power outlet on top of a building.
    • Far outside the map is a large futuristic company-style building that can only be glimpsed from the main stage.
    • Below the map are roads that are placed in a linear grid pattern, however, near the outer edge of the map the roads actually twist to go around buildings and connect with another road. Nothing like this can be seen from the roads viewable from the map.
    • The texture that forms part of the edge of the city has a normal amount of details to it as if it was meant to be seen by the player much closer; however, these details cannot be seen due to the fog from the main stage and neon holograms that pop up.
  • Unused Text

    Scavenger
    

    The item file for the Scavenger packs in multiplayer has the displayName parameter filled out as "Scavenger". This parameter is used on weapons to list the localization string for a weapon's name and is displayed in the HUD as well as when picking the weapon up off the ground.

    The game contains early descriptions of some weapons that indicate that they originally were different during development.

    Fully automatic, recoil reduces the longer you fire.
    

    This is an early description of the Pytaek. The name of this string, AR_OPPOSITE_RECOIL, seems to indicate it was originally an assault rifle.

    Extremely large sniper rifle that can be deployed as a turret.
    

    Early description of the Atlas 20mm. The turret feature does not exist in the final.

    Alternating rounds that detonate if fired in close proximity.
    

    Early description of the NA-45.

    Semi-automatic, metalstorm shotgun.
    

    Localization string is SHOTGUN_METALSTORM. Early description of the Bulldog?


    (Source: Reddit)

    Unused Vehicles

    • Snowmobile - Loaded into "Aftermath", has the file name "vehicle_jetbike", and appears as the Modern Warfare 2 snowmobile from "Cliffhanger" with only the main body present. It appears to have been used as a placeholder model for the Hoverbikes before their model was created.
    (Source: Call of Duty Wiki)

    Filename Oddities

    • The codename for the multiplayer map "Ascend" is "mp_refraction", which does not appear to have any connection to the map at all. This may suggest that in early development the map had a design that fit more with its codename or that this was the original name of the map.
    • The codename for the Crossbow is "exocrossbow", which suggests the Crossbow at one point had a more futuristic design or a design based off elements of the Exoskeleton. In the final game, the Crossbow has a relatively normal design.

    Platform Differences

    Hmmm...
    To do:
    • There are more differences than just these.
    • The Royalty Camouflage on the PC version was updated to be different according to COD Wiki. Verify it still is different and add.

    A PlayStation 3 and Xbox 360 port of the game was developed by High Moon Studios and released on the same day as the normal version of the game. This port is largely the same as the main version of the game and differs primarily in terms of post-launch multiplayer weapons and variants.

    Multiplayer

    Hmmm...
    To do:
    • What variants for the AE4 were available? Were any variants for the M1 Irons and Ohm ever released?
  • The only weapons added post-launch were the M1 Irons, AE4, and Ohm. As a result, the following weapons are unavailable. Additionally, because of this change the CEL-3 Cauterizer is exclusive to Exo Zombies.
    • 1911
    • SAC-3 Single Wield
    • MP40
    • Sten
    • Repulsor
    • STG44
    • AK47
    • M16
    • Lever Action
    • M1 Garand
    • Blunderbuss
    • CEL-3 Cauterizer
    • SVO
  • The only weapon variants added post-launch were for the AE4.
  • Ground War is unavailable.
  • The killfeed font is different.
  • A blur effect is displayed on top of the screen when first loading into a multiplayer match.
  • Exo Zombies

    • Certain achievements were changed due to certain weapons or maps not being available. Additionally, in the last generation version the "Abandon All Hope" achievement has a typo.
    Achievement 360/PS3 Description ONE/PS4 Description
    Big Game Kill Oz with a Lynx in Descent. Kill Oz with a Blunderbuss in Descent.
    Abandon All Hope Rescue 4 survivor's in a single game in Infection. Rescue 4 survivors in a single game in Infection.
    Trick Shot Kill 100 enemies behind you with the KL03-Trident in Descent. Kill 100 enemies behind you with the KL03-Trident
    • The KL03-Trident Wonder Weapon is just called Trident.

    Regional Differences

    • In the Japanese and Russian versions, none of the weapon variant names were translated.
    • The Japanese version changed some of the names of weapon variants and clothing.
    English Japanese
    Bal-27 - Obsidian Steed Bal-27 - Obsidian Colt
    SAC3 - Fire & Brimstone SAC3 - Brimstone
    KVA Paramilitary <clothing> KVA ParaM <clothing>
    Sentinel Airborne <clothing> Sentinel AirB <clothing>