Insurgency: Sandstorm

ISMC Project Arbusto: Technical Preview 2 for Insurgency: Sandstorm

Released (updated ago). Ranked 4 of 511 with 58,282 (405 today) downloads

Published by fdr0manowski (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.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-

61 comments

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

Lynx1867
Lynx1867 @lynx1867

can we get fn minimi with using mg3 firing sound ?

KLONG2
KLONG2 @klong2

are there any servers running this mod?

[0]Whiskey
[0]Whiskey @0whiskey

One of the Canada West servers runs Arbusto.

TheKnitby
TheKnitby @theknitby

Hi there, for some reason I can't find NVGs for any of the theaters in Arbusto. Is this intentional or am I looking at a bug?

Bacon1636367439
Bacon1636367439 @bacon1636367439

I would love a new SlowTacticalMovement at 60% like hardcore, but without the hardcore animations.

eddyscrewboy
eddyscrewboy @eddyscrewboy

My guns models are not loading.

Shoot2Skoot
Shoot2Skoot @shoot2skoot

Do any of the mutators provide the Operator Training Laser Point Shooting from ISMC? I prefer that over the new point shooting grips, since I have specific grips I like for all my loadouts. If not, is it possible for me to set this up on my own at all?

Lipe123
Lipe123 @na2207282

It used to be a seperate option you selected for the weapon but with the new weird and disjointed loadout screen that section does not show up since it was a custom option.

WN
WarNimals @warnimals

Any way to add the vest that can carry 2 primary weapons and 2 secondary weapons from ISMCmod?

BW
bwalsh199 @bwalsh199

Does ISMCMilSim have 1 team leader and the rest support roles like ISMC or is it anyone can call in air support?

The_Myst
The_Myst @the-myst

Does this mod has the same Lag problems (Ex, lags with weapons animations) than the original ISMCmod?

MO
MOsabbroxd @mosabbroxd

The new guns is good, but there is some bugs like they sometimes disappeared after swich to my secondary pistol, and there are some guns that does not reload when you make a new round or match .

BW
bwalsh199 @bwalsh199

i like the idea of the mounted guns, problem is they are ALL mounting right next to each other. If possible to add to strategic locations for hte standard maps that would be awesome

A
Affinity420 @affinity420

Was wondering if its gonna be possible in the future to carry 2 firearms and 2 pistols thx

govrin
govrin @224g1

was wondering if you can add full auto to the m16a2 to make it an a3

OD
od-servers @od-servers

have you looked at running speed being slow for TacticalMovementHC its too slow and too fast for CasualMovementHC:

DA
dantaylor129 @dantaylor129

Sounds like you dont want a speed modifier. Go for 100%.

boromir7
boromir7 @boromir7

Is there an option where 2 pistols can be wielded instead of a primary and secondary?
If so what is the mutator name and do I need to pick a special item maybe in loadout to do this?

MO
MOsabbroxd @mosabbroxd

I like this mod more than ISMC mod, but there is some things that really need to fix or add.

Things need to fix :
1) there is a bug in the new AUG's optics, some parts will magically disappear from the gun when I want to use one of the new AUG's optics.

2) the new weapons disappearing sometimes after I switch to my secondary pistol

Things need to add :
1) it will be cool to add the CQB specialist class to the enemy and friendly bots in (NEW! ISMCGunfighter_Tac_Legacy).
This will make the game more balanced between the two different teams.

2) it will be more fun if the enemy bots could use all the weapons like the friendly one. And its good to have unlimited team leaders for more calls and explosions (not just two team leaders) .

I think these things will make the mod better than before.

UN
underlines @underlines

Do we need to add any specific BotSKillCfgAssets in Game.ini when using ImprovedAI to make it work in Arbusto?

This was necessary in ISMCmod otherwise ImprovedAI wouldn't load when loading ISMCmod.

The config to be added to Game.ini for regular ISMCmod was:
----
[/ImprovedAI/Mutators/ImprovedAI.ImprovedAI_C]
bEnableBotSkillCfg=True
bEnableForFriendlyAI=True
bUseBotSkillCfgAssets=True
BotSkillCfgAssets=BotSkillConfig'/ISMCmod/Game/Factions/HardcoreBotSkillConfig.HardcoreBotSkillConfig'
BotSkillCfgAssets=BotSkillConfig'/ISMCmod/Game/Factions/HardcoreBotSkillConfig_2.HardcoreBotSkillConfig_2'
BotSkillCfgAssets=BotSkillConfig'/ISMCmod/Game/Factions/HardcoreBotSkillConfig_3.HardcoreBotSkillConfig_3'
BotSkillCfgAssets=BotSkillConfig'/ISMCmod/Game/Factions/HardcoreBotSkillConfig_4.HardcoreBotSkillConfig_4'
BotSkillCfgAssets=BotSkillConfig'/ISMCmod/Game/Factions/PMCBotSkillConfig_PVP.PMCBotSkillConfig_PVP'

metaltree_666
metaltree_666 @metaltree-666

was this to make your configs work or does it run assets?