Postal 2 All Weapons PATCHED
A category detailing all the weapons found in POSTAL 2, covering the base game, Apocalypse Weekend, Eternal Damnation, A Week in Paradise, and Paradise Lost. A more comprehensive list can be found here.
Postal 2 All Weapons
While there are many weapons that originally came from Eternal Damnation, they are listed as POSTAL 2 weapons as they have been officially added into the game. For a list of ED weapons, see: Weapons in Eternal Damnation
The second available pistol in the game, ported from the Eternal Damnation mod in patches after the game's digital rerelease in 2013, is a non-compensated Glock 18 with selectable fire rates of single, full-auto, and burst. Its non-burst fire modes make it somewhat comparable to both the Desert Eagle and AR-15, and the two modes differ from their competing weapons in generally the same way: it competes with a faster rate of fire (less delay between semi-auto shots and a higher full-auto rate) but less accuracy (with semi-auto still being rather accurate, but full-auto reaching the kind of spread you'd expect from a shotgun). Accordingly, as it is trying to compete with two weapons at once, it features a rather ridiculous maximum ammo cap of 1000 rounds, double that of either weapon; it is highly unlikely that a player will reach that cap on any difficulty below Hestonworld, as its ammunition is somewhat scarce. While it has three fire modes, the selector is only animated to switch between two; when switching from burst to full-auto, the selector will flip itself back to the position for semi-auto before the Dude puts it back where he already set it. In Paradise Lost, Habib's automated vendors identify its ammunition as .45 ACP, presumably as a half-hearted attempt to explain why it and the HK94, the ammo for which is properly noted as 9mm, do not share ammunition.
An M79 grenade launcher, alternately referred to by name as the "M79 GrenadeLauncher" in the pickup message or generically as just the "Grenade Launcher" in the weapon menu, is one of the three explosive weapons in the game that you can acquire, the only one of the three with a reloading animation between shots, and the only one of the three to be added post-release. Although the reload animation shows the Postal Dude loading in a correct 40mm grenade, the actual shot that comes out of the tube is the model for the regular hand grenade and behaves just like them, complete with bouncing harmlessly off of surfaces before coming to a rest and exploding a short time later, and only instantly detonating on contact with something if that something is another person (as such also ignoring the minimum safe arming distance of a real 40mm grenade); this is in spite of how it works in the mod from which the weapon comes from, Eternal Damnation, where the grenades launched will always detonate on impact.
One more addition to the game with the Paradise Lost DLC are three instances of a mounted weapon, the M134 Minigun, two of which are accessible by the Dude. The model seems to most closely resemble the USAF's GAU-17/A fitted with the non-slotted flash hider of Dillon Aero's version. Surprisingly, the weapon is actually presented somewhat close to reality - it's mounted rather than man-portable, it's fitted with a sight of some variety, it actually has a visible ammo box mounted on it (despite its typical infinite amount of ammunition), and perhaps most notably it does not overheat no matter how long anyone, the player included, fires it, echoing the primary advantage the six barrels are supposed to give to the weapon. The first one appears on Thursday, mounted in the warehouse of the old postal office, where it is used by the Borderlands-parody boss "Two-Ears", referred to as his "beeg deeck". The next two both show up on Friday, one used by the Survivalists in the forest to, as befitting their status as a S.T.A.L.K.E.R.: Shadow of Chernobyl reference, recreate the infamously-powerful mounted PK protecting the entrance to the game world proper in Clear Sky; this is the sole minigun that cannot be used by the player, or even have the NPC making use of it killed to make it stop firing. The other is in the underground vault below the remains of Habib's store; this one is unmanned and technically usable, though given the absurd rush of enemies coming at you is probably not a viable option.
God mode .... alamodeAll weapons .... packnheatExtra ammo .... payloadAll weapons/god mode .... iamsolameExtra doughnuts .... piggytreatsExtra money .... jewsforjesusExtra dog treats .... boyandhisdogExtra catnip .... iamtheoneExtra cats .... lotsapussyExtra health pipes .... jonesAll radar items .... swimwithfishesRocket camera .... fireinyourholeBody armor .... blockmyassGimp suit .... smackdatassPolice uniform .... iamthelawFull health/medkits .... healthfulClipping .... ifeelfreeFlight mode .... likeabirdyNo Clipping (Walk Through Walls) .... GhostDisables flight and ghost modes .... walk Lots of Doughnuts .... PiggyTreats Lots of Health Pipes .... Jones All Non-Players become Gary .... WhatchutalkinboutAll Non-Players become Fanatics .... Osama Change Guns to have Cats on them .... RockinCatsRemoves Cat Repeating Guns .... DokkinCats Slow Motion ... slomoStop Every Non-Triggered Action .... playersonlyScissors machine gun .... nowwedance One shot kills .... headshots When gun is shooting cats, cats will ricochet .... boppincats Disables ricocheting cats .... splodincats Reset Day to Monday .... Setday disables Slow-Motion .... slomo 1 Changes to third person view .... BEHINDVIEW 1 (0 to toggle)Set the day, all errands before that day completed .... SetDay() Set all errands complete, turns on hat player groups .... SetAllErrandsComplete() Reset all errands, make hate groups not hate anymore .... SetAllErrandsUnComplete() Toggle all non-player triggered animations and actions to stop .... playersonly Reset police and wanted status .... ResetCops() Set the day, reload level for that day .... WarpToDay() Set all of today's errands as complete, turns on hate player groups .... SetTodaysErrandsComplete()
Live a week in the life of "The Postal Dude"; a hapless everyman just trying to check off some chores. Buying milk, returning an overdue library book, getting Gary Coleman's autograph, what could possibly go wrong?Blast, chop and piss your way through a freakshow of American caricatures in this darkly humorous first-person adventure. Meet Krotchy: the toy mascot gone bad, visit your Uncle Dave at his besieged religious cult compound and battle sewer-dwelling Taliban when you least expect them! Endure the sphincter-clenching challenge of cannibal rednecks, corrupt cops and berserker elephants. Accompanied by Champ, the Dude's semi-loyal pitbull, battle your way through open environments populated with amazingly unpredictable AI. Utilize an arsenal of weapons ranging from a humble shovel to a uniquely hilarious rocket launcher. Collect a pack of attack dogs! Use cats as silencers! Piss and pour gasoline on anything and everyone! YOU KNOW YOU WANT TO!
The new, imaginary weapon to be completed here is the Party Bomb. Yeah, sounds silly, and surely will be, but hey, I just thought of it as a simple means to explain a lot of stuff about weapons in POSTAL 2/Unreal with a fun result.
Postal 2 Meets Doom is a gameplay mod designed for ZDoom, and compatible with ZDaemon, released by a modder called Bazooka in 2006. It is a weapons conversion for Doom II, replacing all weapons and the player with elements from the Running With Scissors games Postal 2 and Postal 2: Apocalypse Weekend. The mod requires the Doom II v1.9 IWAD to run multiplayer in ZDaemon.
The game takes place after Postal Dude took a hit off a crack pipe, leading to a massive demonic hallucination. The Doomguy is replaced by Postal Dude, including numerous quotes taken from Rick Hunter's vocal recordings from Postal 2, as well as weapon sound effects. Monsters and levels are left alone, with all weapons and items (excluding keys) replaced. The only thing not replaced is Doomguy's face in the status bar, encouraging the player to minimize the status bar. Graphics are mostly taken from Postal 2 screenshots, with the color depth dropped to 8-bit to accommodate the Doom palette.
In addition, various modifications to how weapons function have been made. Diseased cow heads (replacing the BFG9000) now bounce off walls, have a limited throw distance, and can injure the player. Grenades also bounce off walls. A functioning gas can and matches are also included, allowing the player to pour a trail of gasoline on the floor and ignite it to burn monsters. Despite the range of weapons, the sniper rifle is not included as the engine does not handle a sniper zoom weapon (the ability to "urinate" is also not ported, though that was not actually a "weapon" in Postal 2 as it did no damage).
Secondary Fire will tag and disintegrate any prop that's not part ofthe map. Primary fire launches a copy of that tagged prop, be it acinder block, citizen or a car. Also good for clearing away debris.Note that if you clone a NPC like a citizen they will not have weapons.But you can clone one on the ground to give to them.
It fires adisintegration beam with a large blast radius, much like the ones that Striders use.It can kill things that normally can't be killed. Be VERY careful aboutusing it though. It can destroy your vehicles or kill critical NPCs andobjects, and if you get caught in the blast, it may disintegrate yourweapons. Secondary Fire charges up a "shock ball" that can disintegrate anyNPCs in it path and shoot energy bolts at those who are not. Beware;Charging for too long can hurt you too!
Temporary textures for the Shovel bloodied up are present in WeaponSkins.utx. These have the words "EVEN MORE BLOOD" added to the Shovel's blade in one-word increments instead of actual blood stains, and were most likely used to test the blood-stained weapons system.