Insurgency: Sandstorm

ISMC Project Arbusto: Technical Preview 2 for Insurgency: Sandstorm

Released (updated ago). Ranked 7 of 664 with 173,993 (222 today) downloads

Published by ISMCArbusto (mod ID: 747539)

arbusto_tp2.png

This mod will not conflict with any ISMC installation so there is no need to uninstall ISMC if you already have the mod installed.

Technical Preview 2: The Gunsmith Update

This new release brings cosmetic gun customization to many of our weapons. That's basically it, now you can gunsmith with Arbusto.

Intro

Project Arbusto is an lightweight version of the ISMC total conversion mod that started as a project for my personal server that brings new theaters, weapons and attachments to Insurgency Sandstorm. The current theater has 2 factions based on regular militaries with limited customization (headgear and eyewear only). BLUFOR: Has G3 Uniforms in Multicam, tan equipment, and uncovered faces. REDFOR: Has Gorka suits in Summer EMR, green equipment, and balaclavas.

Installation Instructions

In order to play Project Arbusto you just need to load one of the 8 different theaters in this release:

Main Theaters (No gun handling training upgrades)

  • ISMCInfantry: For class based gameplay, both factions have access to the same pool of weapons and attachments, similar to INS 2014/Battlefield
  • ISMCGunfighter: Based on the FullyLoaded loadout, everyone has access to all guns, no fire support.
  • ISMCGunfighter_Tac: Based on the FullyLoaded loadout, everyone has access to all guns, adds a team leader class to enable fire support. Similar to regular ISMC
  • ISMCGunfighter_Legacy: Based on the FullyLoaded loadout, everyone has access to all guns, no fire support. Regular NWI cosmetics.
  • ISMCGunfighter_Tac_Legacy: Based on the FullyLoaded loadout, everyone has access to all guns, adds a team leader class to enable fire support. Similar to regular ISMC. Regular NWI cosmetics.
  • ISMCOperator: Based on the FullyLoaded loadout, everyone has access to all guns, everyone can call fire support. In the spirit of MW2019
  • ISMCMilSim: Based on Gunfighter_Tac but with limited weapons (US vs RU) for "realistic" type scenarios.
  • NEW! ISMCGunfighter_MilSim: Based on Gunfighter but with limited weapons (US vs RU) for "realistic" type scenarios.

In addition we offer casual theaters that add weapon handling training upgrades to make the game feel a bit faster on reloads and draw times, the upgrades cost zero supply so everyone can use them without it being a disadvantage.

Casual Theaters (With gun handling training upgrades)

  • ISMCInfantry_Casual: For class based gameplay, both factions have access to the same pool of weapons and attachments, similar to INS 2014/Battlefield
  • ISMCGunfighter_Casual: Based on the FullyLoaded loadout, everyone has access to all guns, no fire support.
  • ISMCGunfighter_Tac_Casual: Based on the FullyLoaded loadout, everyone has access to all guns, adds a team leader class to enable fire support.
  • ISMCGunfighter_Casual_Legacy: Based on the FullyLoaded loadout, everyone has access to all guns, no fire support.
  • ISMCGunfighter_Tac_Casual_Legacy: Based on the FullyLoaded loadout, everyone has access to all guns, adds a team leader class to enable fire support.
  • ISMCOperator_Casual: Based on the FullyLoaded loadout, everyone has access to all guns, everyone can call fire support.
  • ISMCMilSim_Casual: Based on Gunfighter_Tac but with limited weapons (US vs RU) for "realistic" type scenarios.
  • New! ISMCGunfighter_MilSim_Casual: Based on Gunfighter but with limited weapons (US vs RU) for "realistic" type scenarios. No fire support.

Optional: Gameplay Modifier Mutators

If you want to switch up the gameplay a bit there are 6 different mutators to modify gameplay. Just add a combination of movement, health or both for a different gameplay experience.

Movement Mutators:

  • TacticalMovement: Slower movement (85%) with regular animations
  • TacticalMovementHC: Slower movement(85%) with hardcore animations.
  • CasualMovement: Faster movement (110%) with regular animations.
  • CasualMovementHC: Faster movement (110%) with hardcore animations.
  • OldSchoolMovement: Faster movement (110% movement, 115% sprint) with no free aim.
  • 90sMovement: Faster movement (110% movement, 115% sprint) with no free aim and no ADS.
  • NEW! ModernMovement: Faster movement (110% movement, 115% sprint) with free aim.
  • NEW! HCMovement: Regular movement with hardcore animations.

Health and Damage Mutators

  • TacticalHealth: 80% Health with +20% headshot damage
  • CasualHealth: 133% Health with -30% headshot damage.
  • OldSchoolHealth: 200% Health with no changes to headshot damage.


Optional Gamemode Modifier Mutators:

There are also gamemode modifiers that can switch up gameplay a bit in this game. These mutators work so far in both PvP and Co-Op. The changes are not drastic and should work with all maps (tested only on NWI and the INS2014 pack).

Right now there is only one modifier, but I will add more as they get tested and developed.

Gamemode Mutators:

  • AdvancedObjectives: Adds randomized items (Mounted MGs and ammo crates) to every objective in a map, emplacements get reset on every round. The parameters for spawning can be configured in Game.ini
  • SuppliedObjectives: Adds supply crates to every objective in a map, emplacements get reset on every round. The parameters for spawning can be configured in Game.ini
  • DisableFS: Disables fire support entirely.

How to configure:

Add the following lines to your Game.ini

For Supplied objectives, the first line should be this instead:

[/NewFactionBots/Mutators/SuppliedObjectives.SuppliedObjectives_C]

[/NewFactionBots/Mutators/AdvancedObjectives.AdvancedObjectives_C]

MinItemsPerObjective=4

MaxItemsPerObjective=4

MinRadiusToObjective=150

MaxRadiusToObjective=250

bAllowForcedSpawn=false

You can control Minimum and Maximum items to be spawned per objective (don't put too many) and the radius around the objective.

Notes:

Items will not spawn if a collision is detected, meaning that the mutator will not spawn items (for the most part) that clip with objects in the world (like counters, boxes and such). Allowing forced spawn disables the collision check and will force spawn at the location, this is not recommended at all, it's a dev option to check if the spawns were working correctly in editor.

The scaling for the radius parameters are 100 = 1 meter.

Compatibility Notes:

  • This mod should be compatible with non-theater/non-squad changing mods like ImprovedAI or MoreAmmo.
  • Please report any incompatibilities.

Releases

FilenameSizeVersionAddedOptions
filedata.cJ.zip1.48gbOperation Night Claws

filedata.L1.zip1.44gb-

filedata.Nq.zip1.44gb-

filedata.S1.zip1.44gbOperation Barrel Roll

filedata.Px.zip1.42gbLast stop before 100K

filedata.CS.zip1.42gbThe Underdogs

filedata.a2.zip1.42gbOperation Parenty Parent

filedata.om.zip1.42gbOperation Iron Ridge

filedata.r8.zip1.41gbTakedown: Missions in Korea 2 The Movie

filedata.PE.zip1.42gbTakedown: Missions in Korea

filedata.QD.zip1.41gbKOREA-1

filedata.Hl.zip1.37gbHF AKG

filedata.Sk.zip1.42gbHF 200000

filedata.9T.zip1.37gbHF 20

filedata.zy.zip1.41gb-

filedata.hg.zip1.41gbOrder 66

filedata.Lf.zip1.41gbHF7

filedata.ZO.zip1.41gbHF6

filedata.8T.zip1.41gbHF5

filedata.nh.zip1.4gbHF5

filedata.sx.zip1.4gbHF4

filedata.tY.zip1.4gb-

filedata.zA.zip1.39gbHF3

filedata.5b.zip1.39gb-

filedata.G0.zip1.39gbNVG

filedata.An.zip1.38gbHF1

filedata.SI.zip1.38gb-

filedata.oc.zip1.38gb1.11 Compatibility Update

filedata.1K.zip1.31gbHF3

filedata.OR.zip1.3gbHF2

filedata.AY.zip1.26gbHF2

filedata.Ph.zip1.26gb-

filedata.xt.zip1.26gbTHE GUNSMITH UPDATE

filedata.me.zip1.14gbRC3

filedata.BI.zip1.14gb-

filedata.cw.zip1.14gbHF2

filedata.S8.zip1.14gbRC2 HF1

filedata.OG.zip1.14gbRC2 HF1

filedata.Hv.zip1.14gbRC2 HF1

filedata.aK.zip1.14gbRC2

filedata.o1.zip1.12gbRC1

filedata.8d.zip1.12gbRC1

filedata.gQ.zip960.01mbHotfix 9

filedata.7w.zip959.89mbHotFix 8?

filedata.qu.zip959.75mbHF6

filedata.GW.zip959.76mbhf5

filedata.tN.zip959.75mbHotfix 5

filedata.4T.zip959.77mbHotfix 4

filedata.iL.zip959.76mbRelease Candidate 1

filedata.Xd.zip959.72mb3a

filedata.gt.zip959.34mbHotfix 3

filedata.JA.zip934.24mbHotfix 2

filedata.Lk.zip933.94mbHotfix 1

filedata.Ha.zip933.91mb-

filedata.H3.zip933.91mb-

filedata.Ui.zip933.96mb-

filedata.CA.zip933.96mbHotfix 1

filedata.ku.zip933.95mbTechnical Preview 1

filedata.tC.zip933.92mbRC8

filedata.0Z.zip924.37mbRC8

filedata.hb.zip924.36mbRC8

filedata.Mi.zip923.16mbRC7

filedata.Iu.zip923.13mbTC_LUGAR

filedata.RO.zip923.14mbRC6

filedata.ZV.zip922.92mbRC5

filedata.49.zip1.11gbRC4

filedata.48.zip623.65mbRC3

filedata.47.zip623.65mbRC2

filedata.46.zip623.33mbRC1

filedata.45.zip583.6mb-

filedata.44.zip583.6mb-

filedata.43.zip583.6mb-

filedata.42.zip583.6mb-

filedata.41.zip583.6mbUpdate NVG materials

filedata.40.zip583.6mbTechnical Preview 0.0.1

filedata.39.zip572.08mb-

filedata.38.zip566.74mb-

filedata.37.zip566.74mb-

filedata.36.zip566.74mb-

filedata.35.zip566.74mb-

filedata.34.zip314.04mb-

filedata.33.zip310.47mb-

filedata.32.zip310.45mb-

filedata.31.zip310.68mb-

filedata.30.zip310.68mb00-Frisco

filedata.29.zip310.67mbMemorex1

filedata.28.zip310.54mb-

filedata.27.zip310.51mb-

filedata.26.zip392.1mbARB-003B

filedata.25.zip394.55mbARB-003A

filedata.24.zip394.2mbARB-003

filedata.23.zip393.8mb-

filedata.22.zip393.33mb-

filedata.21.zip393.34mbTest weapon handling for mutators

filedata.20.zip393.48mb-

filedata.19.zip393.48mb-

filedata.18.zip393.47mb-

filedata.17.zip393.46mb-

filedata.16.zip393.47mb-

filedata.15.zip393.47mb-

filedata.14.zip371.72mb-

filedata.13.zip371.77mbArbusto 2

filedata.12.zip291.14mb-

filedata.11.zip291.14mb-

filedata.10.zip290.69mb-

filedata.9.zip294.54mb-

filedata.8.zip289.57mb0.0.1.Arbusto

filedata.7.zip281.71mb-

filedata.6.zip472.78mb-

filedata.5.zip495.88mb-

filedata.4.zip595.71mb0.0.1

filedata.3.zip207.36mb-

filedata.2.zip207.36mb-

filedata.1.zip149.01mb-

filedata.zip103.23mb-

99 comments

Join the community or sign in with your gaming account to join the conversation:

NI
nico_demus @nico-demus

Can anyone tell me what "freeaim" and "ADS" mean in the movement mutators?

JDDDub
JDDDub @jayforgiato

JDDDub
JDDDub @jayforgiato

JDDDub
JDDDub @jayforgiato

JDDDub
JDDDub @jayforgiato

MO
MOsabbroxd @mosabbroxd

The two new shotguns are missing from the mod.

4scoresn7yrsago
4scoresn7yrsago @4scoresn7yrsago

What's the difference between "ISMCGunfighter_Tac_Casual" and "ISMCGunfighter_Tac_Casual_Legacy"?

Brakken
Brakken @brakken

Legacy has a team leader role for fire support.

4scoresn7yrsago
4scoresn7yrsago @4scoresn7yrsago

Hi sorry, that still doesn't answer my question. The description is:

ISMCGunfighter_Tac_Casual: Based on the FullyLoaded loadout, everyone has access to all guns, adds a team leader class to enable fire support.

ISMCGunfighter_Tac_Casual_Legacy: Based on the FullyLoaded loadout, everyone has access to all guns, adds a team leader class to enable fire support.

So are they the same?

Brakken
Brakken @brakken

Sorry, sorry. I got mixed up with the question.
I think that casual uses the ISMC cosmetics, whereas legacy uses the NWI cosmetics.

Livi3
Livi3 @livi3

How do i select a theatre for my GPortal server? I have added the mod ID in my server settings but i have no option to add ISMCInfantry_Casual etc. The server page requires a mod code.

Brakken
Brakken @brakken

Do you have other mutators on the server? It’ll go in the same place as them in the start up parameters.

=WAR=VASILICH
=WAR=VASILICH @warvasilich

MedicClass= ISMCGunfighter_Tac_Casual_Legacy?

Brakken
Brakken @brakken

You’ll also need in the Engine.ini file

[/SyringeDemo/Item/BP_Melee_Syringe.BP_Melee_Syringe_C]
ReviveRadius=200
ReviveDelay=3
Heal=False
RevivedPlayerHealth=20
HealthIncrement=10
MaxRevivePoint=4

Make sure the mod number is in the mod file, make sure the mod downloads to the server and you should be good to go.

Brakken
Brakken @brakken

You’re mixing the game.ini and start up parameters together here, so it won’t work.
Assuming you’re talking about putting it in a server, in the server start up parameters you’d need:

-mutators=Medic,ISMCGunfighter_Tac etc

In the game.ini, you need:

[/SyringeDemo/Mutator/Medic.Medic_C]
Revive=true
MedicClass=Gunner,CQB Specialist
ReviveValidTime=60

Note that the above classes are for ISMC Infantry. I think you’d need to change it to
MedicClass=BFTeam Leader,BFGunfighter,RFTeam Leader,RFGunfighter

But you can check the class names on the class screen in name as I can’t remember exactly.

4scoresn7yrsago
4scoresn7yrsago @4scoresn7yrsago

Anyone here have issues with their LPVOs? Ours are glitched.

SHTH34D
SHTH34D @shth34d

Will we be able to get the new shotguns from the latest update?

OTAS04s
OTAS04s @otas04s

When using "AdvancedObjectives" to place "Mounted MGs", the nearby bots do not fire at all and remain stationary.
When a bot uses it, it starts firing temporarily, but when it is knocked down or another bot moves away from it, it happens again.
Is there a solution?

allycat3372
allycat3372 @allycat3372

hello, sorry for the stupid question. I don't know where to insert the theaters, where should they be placed? they are not like mutators right?

-[U|S|A]-WilliamF
-[U|S|A]-WilliamF @usa-williamf

Theaters are mutators lol, just use it the same way as mutator