Insurgency: Sandstorm

Easier Fire Support for Insurgency: Sandstorm

Released (updated ago). Ranked 103 of 407 with 14,422 (40 today) downloads

Published by fatmarrow (mod ID: 136013)

easierfiresupport_thumbnail.jpg

LATEST ** fixed and repackaged for 1.9 ** Sorry about the wait, guys.

** You cannot use old loadouts with this mutator. If you can't call in strikes but other stuff is working, make your commander loadouts again, starting from a new default loadout (the reason being that this mutator adds the radio as a default commander item) **

This allows a commander to call in fire support without an observer.

PLEASE NOTE this also removes class limits and level limits, because the way mutators are set up means they are hard to combine in some cases.

The mutator name is "EasierFireSupport". To run it on a dedicated server, you have to add the mod ID (136013) to mods.txt and add the mutator name (EasierFireSupport) to your command line in the appropriate place.

Here is a little demo of how it should look when running properly on a server. Youtube.com

Releases

FilenameSizeVersionAddedOptions
filedata.6.zip77.63kb0.07

filedata.5.zip72.61kb0.06

filedata.4.zip71.66kb0.05

filedata.3.zip294.94kb0.04

filedata.2.zip144.2kb0.03

filedata.1.zip1.42mb0.02

filedata.zip1.42mb0.01

67 comments

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AR
arknox @arknox

I really wish this mod worked with ISMC

fatmarrow
fatmarrow @fatmarrow

All I can say is: me too!

The Sandstorm modding system does not permit two mutators to change the same kinds of data (e.g. loadouts, class definitions).

Until it does, there's nothing I can do.

What I suggest is that you ask the ISMC devs to incorporate an option for the same effects. That's really the only way. Or for me to put in 100 guns into this mod...

SE
seansratigan @seansratigan

this.

Haruko2
Haruko2 @haruko2

was about to ask the same question then i see ur cmt! save me bunch of time captain!

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

I love your mod, I host my own server and everything works fine for me. Do you mind updating the loadout or add more weapon selection for the commander class? Thank you

fatmarrow
fatmarrow @fatmarrow

Hi, when I updated this last, I copied the current commander configuration. Did it get out of date again, or do you just want me to expand it in general? It's a terrible way to make a mod, but currently the only way that I'm aware of...

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

Just wondering if you mind expanding it, and yes they just release 1.9.1 lol. The new weapons are QBZ-97 and QTS-11. Thank you for your hard work.

fatmarrow
fatmarrow @fatmarrow

It's frustrating that I can't break this stuff out into separate mutators. It's already combining two mods as it is. I am slightly reluctant to mess with the list because it is something else I have to sort out from scratch every time they break the mutator with a new release, and it's yet another new behaviour for a mod that most people might use only for a single purpose.

All that said, I'll have a go, but might defer until the next time I have to rebuild bloody everything.

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

Sorry to hear that, hope everything will be fine.

FU
fucksubscribing @fucksubscribing

This isnt working for me. I tried blowing away custom loadouts for my commander like Harkone did but that doesn't seem to work.

fatmarrow
fatmarrow @fatmarrow

I'm sorry to hear it. Let me try and diagnose this. Do you have any other mutators running?

Harkone
Harkone @harkone

Hi fatmarrow eager to give this a try but resetting to default loadout trick isn't working. Noted the default carrier issue below as well and that doesn't seem to be fixing it either.

fatmarrow
fatmarrow @fatmarrow

Hi, I'm very sorry to hear that. In the latest iteration, I thought I'd changed it so that it would equip the radio and binoculars regardless of your supply points (this was a problem I'd missed). Regardless, can you see if you have any supply points? You can increase these in one of the server ini files somewhere.

fatmarrow
fatmarrow @fatmarrow

Otherwise I'm slightly out of ideas. I've got it working locally and on a server without any problems (ditto the other players), so I am not too sure where the problem is. What it could also be is a mutator clash. Do you have any other mutators running? Try disabling those to test, or try shifting the load order around.

Harkone
Harkone @harkone

All good, I appreciate all the work that goes into modding.

Unfortunately, it doesn't seem to be working for me. Plenty of supply points and stripped all other mutators out but it's still not working. Appears I have some random conflict -- probably a heavily customized game.ini

fatmarrow
fatmarrow @fatmarrow

Hmm be interested to know what you changed that might affect it. I had to override a LOT of data blueprints to get it to work. I would rather be able to surgically interact with the data with a blueprint function, but that's not how it's set up, so we get all these clashes and odd problems. Oh well.

Harkone
Harkone @harkone

I'll poke around later tonight and see if I can figure it out -- wondering if it's the class limits and level limit changes I made to my game.ini

fatmarrow
fatmarrow @fatmarrow

Good luck. Let me know how you get on. That's definitely the right area.

Harkone
Harkone @harkone

Got it working -- I had to blow away all custom loadouts for my commander on my client and quit out of the client , then come back in. Discovered it accidentally but it's working great now! Nice work!

fatmarrow
fatmarrow @fatmarrow

What a bitch, and I'm not sure what lessons I can draw from that for others having problems, but I'm just glad you got it sorted. Enjoy!

Harkone
Harkone @harkone

So am I. :) Thanks for all the work to make the mod @fatmarrow!