Insurgency: Sandstorm

Custom Scenarios for Insurgency: Sandstorm

Released (updated ago). Ranked 40 of 511 with 128,137 (74 today) downloads

Published by RareK (mod ID: 165100)

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Custom Scenarios on vanilla maps. I plan on releasing at least one checkpoint scenario per vanilla map. I might make the mod source available for contributers.

Also adds the Operation coop gamemode (remade from the unfinished NWI mode in the SDK) and some scenarios for it.

Operations requires you to find the hidden objectives, then defend the extraction point to win. All player classes and firesupports are available.


Powerplant

Map: PowerPlant_CS Scenarios:

Scenario_PowerPlant_CS_Checkpoint_Security_B (+Hardcore)

Tideway

Map: Buhriz_CS Scenarios:

Scenario_Tideway_CS_Checkpoint_Security_B (+Hardcore)

Farmhouse

Map: Farmhouse_CS Scenarios:

Scenario_Farmhouse_CS_Checkpoint_Security_B(+Hardcore)

Hideout

Map: Town_CS Scenarios:

Scenario_Hideout_CS_Checkpoint_Security_CS (+Hardcore) (Random) (WIP)

Tell

Map: Tell_CS Scenarios:

Scenario_Tell_CS_Checkpoint_Security_2014(+Hardcore)

Summit

Map: Mountain_CS Scenarios:

Scenario_Summit_CS_Operation_Security

Scenario_Summit_CS_Checkpoint_Security_B (+Hardcore)

Refinery

Map: Oilfield_CS Scenarios:

Scenario_Refinery_CS_Operation_Security

Scenario_Refinery_CS_Survival


For local testing:

open PowerPlant_CS?Scenario=Scenario_PowerPlant_CS_Checkpoint_Security_B
open Buhriz_CS?Scenario=Scenario_Tideway_CS_Checkpoint_Security_B
open Farmhouse_CS?Scenario=Scenario_Farmhouse_CS_Checkpoint_Security_B
open Town_CS?Scenario=Scenario_Hideout_CS_Checkpoint_Security_CS
open Tell_CS?Scenario=Scenario_Tell_CS_Checkpoint_Security_2014
open Mountain_CS?Scenario=Scenario_Summit_CS_Operation_Security?bBots=1
open Mountain_CS?Scenario=Scenario_Summit_CS_Checkpoint_Security_B
open Oilfield_CS?Scenario=Scenario_Refinery_CS_Operation_Security?bBots=1
open Oilfield_CS?Scenario=Scenario_Refinery_CS_Survival?bBots=1

Known Issues:

No localization of map names and scenarios. Running my other mod MapVoteLabels (no config needed) will correct the map name on the voting screen

Operations gamemode scenarios may have missing player classes to select when running theater mods. See CSTHTR mutator below.



Options:

To remove 2014 style boundary fences from Tideway.

(Scenario="Scenario_Tideway_CS_Checkpoint_Security_B",Options="?DisableFences")

-ModDownloadTravelTo=Buhriz_CS?Scenario=Scenario_Tideway_CS_Checkpoint_Security_B?DisableFences

Operation gamemode inherits settings from survival, change defaults under the below heading in game.ini

[/CustomScenario/Blueprints/Operation/KWIOperationGamemode.KWIOperationGamemode_C]
;;;Number of random objectives. Add 1 for the extraction. Max 27.
NumWaves=11
;;;These are new variables specific to KWIOperation
;Makes friend bots follow a player
bBotMover=1
;Enabled by default, (when respawning from an objective completion) removes grenades and replaces primary with FallbackPrimary. Resupply to get your full loadout.
bHardcoreRespawn=1
FallbackPrimary=/Game/Game/Actors/Weapons/AssaultRifle/BP_Firearm_M4A1.BP_Firearm_M4A1_C
;Sets HUDclass with vars, Minimal=1 and PlayerTargetCutoffDistance=500, the same as Checkpoint Hardcore
bHardcoreHUD=0
;Set chance for a limited supply crate to be "real" 0 to 1 (0% to 100% chance)
CrateRand=0.3
;Alternate Mode. If this is set less than total crates on map, (about 50 usually) 
;CrateRand will be ignored. 
;A list of all possible crate locations will be shuffled and up to this number will be picked.
CrateMax=999

;;;These are some survival inherited defaults that you can change
InitialSupply=30
bUseVehicleInsertion=True
PreRoundTime=15
bBots=0
SoloEnemies=15
FriendlyBotQuota=6
MaxPlayersToScaleEnemyCount=16
MinimumEnemies=5
MaximumEnemies=22

Mutators:

CSTHTR

This makes it easier load the Operations gamemode theater after another mod theater is loaded. This is unneeded for anyone who doesn't run theater mods or uses the mapcycle to load them.
Only operates when Operation is loaded and should be put in the mutator list after other theater mutators or in the mapcycle using the options method.

Startup paramaters example;
-Mutators="ISMCarmory_Legacy,CSTHTR"

or Mapcycle example;
(Scenario="Scenario_Summit_CS_Operation_Security",Options="?mutators=CSTHTR?)
//other mapcycles would be:
(Scenario="Scenario_Summit_Checkpoint_Security",Options="?mutators=?)

Theater mod makers. Operations gamemode support;

I made a quick tutorial on how to add support to your theater for my Operations gamemode without even needing my mod source

Imgur.com

The thing to paste (if you can't copy from imgur)

/CustomScenario/Blueprints/Operation/KWIOperationGamemode.KWIOperationGamemode_C

Releases

FilenameSizeVersionAddedOptions
filedata.42.zip16.28mb0.5.3.1

filedata.41.zip16.28mb0.5.3

filedata.40.zip16.37mb0.5.2.1

filedata.39.zip6.14mb0.5.2

filedata.38.zip3.52mbpre0.5.1.3

filedata.37.zip5.77mbpre0.5.1.2

filedata.36.zip5.77mbpre0.5.1.1

filedata.35.zip5.77mbpre0.5.1

filedata.34.zip5.98mbpre0.5

filedata.33.zip5.81mb0.4.1

filedata.32.zip2.61mb0.4.0.3

filedata.31.zip2.61mb0.4.0.2

filedata.30.zip2.61mb0.4.0.1

filedata.29.zip2.59mb0.4

filedata.28.zip2.45mbpre.0.4

filedata.27.zip2.05mb0.3.2

filedata.26.zip2.04mb0.3.1

filedata.25.zip34.44mb0.3.0.1

filedata.24.zip34.44mb0.3.0

filedata.23.zip1.82mb0.2.3

filedata.22.zip1.78mb0.2.2

filedata.21.zip1.77mb0.2.1

filedata.20.zip1.78mb0.2

filedata.19.zip1.16mb0.1.2.1

filedata.18.zip1.16mb0.1.2

filedata.17.zip3.91mb0.1.1

filedata.16.zip745.26kb0.1

filedata.15.zip2.33mb16

filedata.14.zip2.32mb15

filedata.13.zip726.51kb14

filedata.12.zip726.86kb13

filedata.11.zip92.58kb12

filedata.10.zip78.77kb11

filedata.9.zip74.97kb10

filedata.8.zip74.54kb9

filedata.7.zip73.59kb8

filedata.6.zip73.46kb7

filedata.5.zip56.42kb6

filedata.4.zip1.55mb5

filedata.3.zip1.69mb4

filedata.2.zip1.22mb3

filedata.1.zip46.49kb2

filedata.zip46.2kb1

188 comments

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[BG]Nomy61
[BG]Nomy61 @bgnomy61

will thisd be updated to work with lastest 1.11 patch ?

E
insgExecutioner @insgexecutioner

Are you getting ready to release any new map versions?

[REDi]1RMAJPolTuurd
[REDi]1RMAJPolTuurd @redi1rmajpoltuurd

great work mate are you going to release more , I would pay for some extras

Swagger200
Swagger200 @swagger200

Anyone else noticing that the checkpoints on PowerPlant_CS are the same every round? Not sure if using the RoundProgress mod is responsible.

DA
dantaylor129 @dantaylor129

They are meant to be the same. They're not random. Hideout is the only one with random objectives. The rest are alternate objectives to the normal ones for variety.

BW
bwalsh199 @bwalsh199

You still working on more checkpoint scenario options? Hideout Random is still broken on ours as it causes "connection issue" when bots spawn at random times in game

Still would love to see alternates to all the other original maps

DA
dantaylor129 @dantaylor129

Operation is a phenomenal game mode, especially running with mutators like Broke and SoldierOfFortune so you start with pistol, but get fully loaded with kills. Gives an incentive to not run that Survival is plagued with and has so much more freedom and still requires scavenging. Hoping more servers run it!

Sparkie951
Sparkie951 @sparkie951

Would Like to see Oil Refinery is a Check point... Doing a Great Job.. Thanks.

E
insgExecutioner @insgexecutioner

Ready for the next map!!!

°§hªwÑéë·

Will you be doing Outskirts Custom Scenario?

RareK
RareK @rarek

For theater mod makers if you want to add support for operations; Imgur.com

Lipe123
Lipe123 @na2207282

I tried: (Scenario="Scenario_Tideway_CS_Checkpoint_Security_B",Opti,Lighting="Day")

but all the barriers are still there that block access between the two vertical halves of the map.
Am I doing something wrong?
Also:
[/CustomScenario/Blueprints/Operation/KWIOperationGamemode.KWIOperationGamemode_C]
NumWaves=11
^^ - What does this wave setting do?

[REDi]1RMAJPolTuurd
[REDi]1RMAJPolTuurd @redi1rmajpoltuurd

this works on my server
(Scenario="Scenario_Tideway_CS_Checkpoint_Security_B" ,Options,Lighting="Day",Mode="Checkpoint")

RareK
RareK @rarek

Could you copy paste your mapcycle command to Pastebin.com and give the link? Mod io likes to break long non spaced formatting in comments.

Lipe123
Lipe123 @na2207282

Bleh I just noticed its all cut of now, here is the lines in my mapcycle for your scenarios:
Pastebin.com

RareK
RareK @rarek

Hmm not too sure, but try put lighting first and options at the end of the mapcycle

Lipe123
Lipe123 @na2207282

Thanks I'll give that a try and let you know

DA
dantaylor129 @dantaylor129

NumWaves sets the number of hidden caches throughout the map, but bare in mind that the extraction counts. So 20 means 19 caches and then the extraction. To remove fences, syntax is very important. Makes sure there is a ? before and after DisableFences and then you can put your mutators= after if you'd like.

D4
d4d330 @d4d330

Will we see a regular CS Checkpoint version of Refinery?
As always; Thanks for these great additions to the game!

RareK
RareK @rarek

Eventually. Crossing was requested a a while ago so that will probably be next.

E
insgExecutioner @insgexecutioner

I hope! Our servers are not made for the Operation Security. Citadel & Crossing would be awesome with these

D4
d4d330 @d4d330

Same here, no matter what I do, I can't get more than 15 enemy bots in Operation...

DA
dantaylor129 @dantaylor129

d4d330 RareK My understanding was that setting bBots=1 fixes the bot count to SoloEnemies and bots wont be added each objective. You have to set bBots=0 for them to vary from MinimumEnemies to MaximumEnemies and increase with MininumBotsPerCompletedObjective.

D4
d4d330 @d4d330

I have zero coding skills, everything I know comes from leeching info from these mods. I really think NWI failed the community as a whole with their lack of documentation for running servers. I always thought bBots was True or False...

RareK
RareK @rarek

0 and 1 can be swapped for False and True in boolean configs, but yea bBots will enable friend bots but also use SoloEnemies instead of the normal scaling

DA
dantaylor129 @dantaylor129

Yes. Configuration info is not clearly defined anywhere. BBots is true/false or 1/0. They are equivalent. If 1, then SoloEnemies fixes the bot count. If 0, then the bot count will be between MinimumEnemies and MaximumEnemies based off of the number of players in the server. Then in Survival/Operation there are more bots added per objective that vary from MininumBotsPerCompletedObjective to MaximumBotsPerCompletedObjective depending on player count. So if you want an increasing bot count you need bBots set to 0 or false for Operation/Survival.

RareK
RareK @rarek

SoloEnemies=15
FriendlyBotQuota=6
MaxPlayersToScaleEnemyCount=16
MinimumEnemies=5
MaximumEnemies=22