Insurgency: Sandstorm

Fortune Soldier (Loadout) for Insurgency: Sandstorm

Released (updated ago). Ranked 113 of 711 with 1,771 (7 today) downloads

Published by TayLord (mod ID: 1423666)

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This mod is designed to work with SoldierOfFortune mutator to promote scavenging. The goal is to create a scavenger friendly mode that encourages the use of all stripped down weapons, while discouraging full auto drum mag fire grenade behavior for coop. This enables all firearms and fire support to all players at a steep cost. Players should start out with limited supply and very limited weaponry and gain supply throughout the match. Cheap primaries start at 8 and go to 50. Additional primary slots can also be purchased through vests. The radio and binoculars can be bought separately so that one player can purchase both or teammates can buy them separately and require proximity. A few primaries are available as secondary's without attachments so that players can continue to scavenge their primaries from dead enemies for a good portion of a round. For the last bit of the round players may be able to call air support, equip a primary along with a shotgun as secondary, and carry up to 3 scavenged weapons. All scavenged weapons can only have the mags that are scavenged and all equipped weapons have minimal mags causing the need to scavenge and play smart to never truly leave. There are multiple flavors with different feels. SupplyGainFrequency can be modified to set the frequency of supply point gain and set the difficulty of the mode. This will need to be modified depending on player count and bot count. I find that SupplyGainFrequency=60 is good for 1:8 player to bot ratio.

Note: This becomes increasingly difficult with large bot counts as you will often run out of primary and secondary ammo.

Key Elements:

  • Gain supply by killing enemies and capturing objectives. Adjust speed with SupplyGainFrequency.
  • All weapons unlocked
  • Fire Support purchasable for all game modes (equipping both requires the Fire Support Carrier)
  • Fire grenade price increase, frag grenade decrease
  • Max mag count is 3-5
  • Drum mags removed (except for Survival and FortunLoaded), but you can still scavenge a weapon with them
  • Everything costs a lot
  • Ability to scavenge up to 4 weapons at a time with vest carriers, but only for scavenging. Number of equippable primaries is configurable for Checkpoint and Survival.
  • Limited weaponry in FortuneAntiquing
  • Supports day and night on all coop modes
  • Flashlights available during day for darker maps.
  • All weapons are removed from the ground when any player dies. This stops players from immediately rescavenging their same dropped weapons. This can be disabled by setting bClearWeapons to be False
  • Magazine grab is meant to be disabled with the NoMagGrab from the Crates mod. This forces players to not be able to scavenge the best of weapons and refill on mags all game long.
  • Unlocks all weapons and upgrades for bots, causing scavenged weapons to be anything including point shooting, which causes lasers to be pronounced.
  • A few more vanilla inspired variations of FullyLoaded, PistolsOnly, and ShotgunsOnly.

Weaponry Modifications:

  • Submachine guns and shotguns are available as secondary's as well with no upgrades (except night accessories)
  • New machete added for 2x damage for players
  • New grenade M67 HE, which increases range and damage to be more in line with Ins 2014.
  • Added infantry Mine to be triggered by enemy soldiers or vehicles. Sped up animations by 2.5x and made it throwable.
  • Increased A10, Bomber Drone and IED drone quantities slightly. Decreased smoke and gas for counters. Added +1 Apache for Survival support.
  • Increased damage of RPG to match ins2. Other launchers are removed as they all do the same damage.
  • Welrod buffed. Welrod shoots high caliber rounds for higher damage and all upgrades are either free or cost of 1. This makes it a desirable tool when down to 1-2 supply points for a secondary.


FortuneSoldier Carriers Enables Cost
Grenade Adds 2 grenades 4
Fire Support Rig Adds 2 grenades and extra fire support slot 8
Light Adds 1 mag, 2 grenade 9
Heavy Adds 2 mags, 3 grenades 18
FortuneSoldier Vests Enables Cost
+1 Scavenge Adds one more weapon scavenge slot 10
+2 Scavenge Adds two more weapon scavenge slots 20
Ultimate Scavenger Adds three more weapon scavenge slots 30

Recommended game.ini settings:

Any of the FortuneSoldier flavors can be configured to allow any number of the 4 primary slots to be equipable from the loadout menu.

FortuneSoldier Variables

Description

NumPrimariesCheckpoint This sets the number of equip able primaries that a player can equip in the loadout for Checkpoint mode. This limits the use of the scavenging carriers, which open up slots that primaries can be picked up from the ground with. Setting this to 1 will enable the player to only equip one of the primary slots. Setting to 0 would make the player only be able to pickup primaries from the ground. This is not relevant for FortuneAntiquing.
NumPrimariesSurvival This sets the number of equip able primaries that a player can equip in the loadout for Survival mode. This limits the use of the scavenging carriers, which open up slots that primaries can be picked up from the ground with. Setting this to 1 will enable the player to only equip one of the primary slots. Setting to 0 would make the player only be able to pickup primaries from the ground. This is not relevant for FortuneAntiquing.
bClearWeapons This destroys every firearm, explosive, and grenade on the ground when any player dies. This limits the ability of player to rescavenge their old weapons from their dead body.
bBotsDropEquipment If set to True, then bots can equip IEDs and mines. Bots cannot use these items due to programming, but this controls whether they will be dropped on death so that players can scavenge them. Default is false, which means they will never be equipped or dropped by bots.

General Settings. These override those put under INSMultiplayerMode header when running FortuneSoldier:

General Settings

Description

bUseServerDefaults

If set to true, then all of the below settings will be left to whatever the server sets them to in the game.ini headers for multiplayer and coop. If set to False, then the below settings will be used when running FortuneSoldier. Default is false.

DroppedWeaponLifespan

This controls how many seconds dropped weapons will stay on the ground before being destroyed for Fortune Soldier. Default is 45.

SupplyGainFrequency

This sets the number of points players are required to get before a single supply point is awarded. Game default is 20. Something >= 60 is recommended, which would give a supply point every 3 kills.

Killed bot - 20 points
Captured objective - 80 points
Destroyed cache - 80 points

bAwardSupplyInstantly

If set to True, this will display in the HUD when you are awarded a supply point and points will be awarded live. If set to false, then points will only be awarded in bulk the end of objectives.

Kill

This sets the score of an enemy kill. This is true for offensive and defensive kills and assists will get 50% of this. Default is 10.

ObjectiveCaptureTick

This sets the score of being on an objective while it is being captured. There are 10 ticks total. 10 is default, giving 100 points when on objective the whole time + an additional amount from ObjectiveCapture

ObjectiveCapture

This sets of points is awarded on the objective being captured. Default is 50. So by default if a player is on the objective until capture then they will get 100 points for ticks and 50 for the capture.

ObjectiveDestroy

This sets the number of points for when a cache is blown. Default is 100 to match ObjectiveCaptureTick amount.

[/FortuneSoldier/Mutators/FortuneSoldier.FortuneSoldier_C]
NumPrimariesCheckpoint=1
NumPrimariesSurvival=0
bClearWeapons=True
bBotsDropEquipment=False

bUseServerDefaults=False
DroppedWeaponLifespan=45
bAwardSupplyInstantly=True
SupplyGainFrequency=60
Kill=10
ObjectiveCaptureTick=10
ObejctiveCapture=50
ObjectiveDestroy=100

Alternatively, you can run this with SoldierOfFortune to enable these settings by default. However, SoldierOfFortune will set SupplyGainFrequency to 20 and must be adjusted in game, so game.ini settings are preferable.

InitialSupply should be 10 or less and closer to 30 for Survival. I recommend running with one of the following vanilla mutators:

Supply Mutator Initial Supply Example Starting Loadout

SpecialOperations

30 Start with slimmed loadout with no frills

Warlords

10 Start with sub machine gun as secondary or MR73 with scope
Guerrillas 5 Start with high end pistol
Poor 2 Start with cheap pistol and maybe some armour
Strapped 1 Start with cheapest pistol with no attachments
Broke 0 Not for the faint of heart. Best be getting the melee sharpened

Mutator

Effect

FortuneSoldier Base gamemode with the carriers/vests listed and all weapons unlocked with stripped down primaries available as secondaries. Max mag count is 5
FortuneSoldier_NoFrags FortuneSoldier but with no explosives or fire support. Max mag count is 5.
FortuneAntiquing Limited to old school WW2 weaponry and shotguns as secondaries. This forces bots to this loadout as well making scavenging limited to antique weapons. This is a combination of BudgetAntiquing, ShotgunsOnly, and some added explosives, but with everything being expensive. Fire support is not available. Max mag count is 5.
FortuneLoaded No limits loadout. Just for fun. 250 supply by default and up to 4 equipable primaries with fire support and added explosives.
FortuneSoldier_FS

Same as FortuneSoldier, but with new fire support. Fire support has 7 slots and is identical for both factions. IED and smoke removed and the rest have been kept.
Fire Supports available for both factions: Bomber drones, Minigun, GunShip, A10, Chemical, Artillery, RocketBarrage

FortuneLoaded_FS

Same as FortuneLoaded, but with new fire support. Fire support has 7 slots and is identical for both factions. IED and smoke removed and the rest have been kept.
Fire Supports available for both factions: Bomber drones, Minigun, GunShip, A10, Chemical, Artillery, RocketBarrage

FullyLoading

Vanilla cost mutator that is just a fixed version of FullyLoaded that includes some missing upgrades.

Shotguns

Vanilla cost mutator that has all shotguns, all pistols, point shooting, and survival carriers.

Pistols

This is PistolsOnly with added explosives, fire support, and scavenging vests.



Normal uses:

Consider running alongside NoMagGrab from Crates:

open Bab?Scenario=Scenario_Bab_Checkpoint_Security?Mutators=FortuneSoldier,Guerrillas,NoMagGrab

Another option is to run alongside Bot Count Flexing, which I made to run alongside this. This will increase the bot count throughout a match to go along with the increase in supply:

open Citadel?Scenario=Scenario_Citadel_Checkpoint_Insurgents?Mutators=FortuneSoldier,CountFlex,SoldierOfFortune,Warlords

For flashlight only night maps using NoNVG:

open Tell?Scenario=Scenario_Tell_Checkpoint_Security?Lighting=Night?Mutators=FortuneSoldier,NoNVG,Warlords



Fun Use Case

For fun test case try with ScaleSurvival. Start with 30 supply from SpecialOperations and gain supply by setting SupplyGainFrequency. The bots will spawn slower and in waves by using the ScaleSurvival mod I made. ScaleSurvival also comes with round progress saving. As objectives are captured, the bots will spawn faster and the players will get better weapons and more scavenge slots. You can disable the ability to grab magazines from supply crates with Crates, enable player respawns with CoopHUD, and auto-adjust spawn points if they get swarmed with CloserRespawns. This creates a slow version of Survival with random objectives and incentivizes killing enemies for supply points and weapon scavenging.

open Citadel?Scenario=Scenario_Citadel_Survival?Mutators=FortuneSoldier,ScaleSurvival,CoopHUD,SpecialOperations
open Precinct?Scenario=Scenario_Precinct_Survival?Lighting=Night?Mutators=FortuneSoldier,NoNVG,ScaleSurvival,CoopHUD,SpecialOperations

Here are some example settings for Solo:

[/Script/Insurgency.INSSurvivalGameMode]
bForceSoloWaves=1
SoloWaves=2
RoundTimeExtension=900
RoundTime=900
NumWaves=5
FriendlyBotQuota=1
ExtractionObjectiveHoldTime=150
BotRepositionDelay=5
DefaultReinforcementWaves=1
MinimumEnemies=20
MaximumEnemies=30
BotMinimumSpawnRange=5000
BotMaximumSpawnRange=6000
BotRespawnDistance=8000
MinimumBotsPerCompletedObjective=1
MaximumBotsPerCompletedObjective=1

[/ScaleSurvival/Mutators/ScaleSurvival.ScaleSurvival_C]
ExtractionRespawnDelay=6.0
RespawnRatioDelay=15.0
ExtractionRespawnRatio=0.3
ExtractionSecondWaveDelay=40.0
ExtractionSecondWaveRatio=0.8
ExtractionSecondWaveRespawnDelay=2
bSaveProgress=1
bRandomize=1
MinRatio=0.3
MaxRatio=0.5
RandomWaveChance=1.1
RandomWaveMultipler=2.0
MinTime=30
MaxTime=50

[/FortuneSoldier/Mutators/FortuneSoldier.FortuneSoldier_C] 
SupplyGainFrequency=40
NumPrimariesCheckpoint=1 
NumPrimariesSurvival=1 

Other Recommended Mutators To Try With:

Vampirism -> Heal the amount of damage you do
BulletSponge -> Double health to start with
RoundProgress -> Restore saved progress throughout checkpoint
CountFlex -> Increase bot count as you continue throughout a round or randomly adjust the bot count with RandFlex.
ScaleSurvival -> Added control over bot spawning in Survival and round progress as well. Allowing it to feel more finite and manageable for low player counts.
CoopHUD -> Prints bot count to HUD and Enables/prints respawns in Survival mode
GunFrenzy -> This is FortuneSoldier, but you get rewarded guns, upgrades, and explosives on the fly as points are gained. No weapon loadouts are selectable.
DropWeapon -> This enables player to use Melee to drop currently held weapon under certain circumstances. This is helpful when scavenging weapons.
MadBots -> Bot behavior modifiers to add elite bots, enable bots to call in fire support aggressively and drop explosives on death.
NoNVG -> Makes night rounds flashlights only or IRLaser only for bots so they can be spotted more easily.
Crates -> Customize the resupply crates. In this case removing MagGrab with NoMagGrab is the way to go.

A big shout out to =[DFS]=Compad's, whom I learned a great deal from in his mod GunGame!


Appreciate my work and want to donate or have a mod made? See my profile. If leaving a comment regarding bugs or feedback go ahead and tag me so I get a notification.

Releases

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34 comments

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

泉晓非Rozwel

Talk about some interesting MOD combination use cases:
1.improvedai can set AI to attack the helicopter, while Fortune Soldier 3.3 AI uses custom loading, the combination of the two, when the helicopter comes into play, a large number of AI takes out RPG to shoot the helicopter, and the sky is full of RPG flying.
2.CustomObjects can put some items on the map, and Fortune Soldier has enhanced the vehicle mine into an infantry vehicle general-purpose mine. Guess what I'm going to say?
A minefield...
I'm actually using CustomObjects to modify the map, and now I'm in the final mine-laying phase, and I suddenly think of Fortune Soldier's infantry mine, and a whole new game experience beckons to us!

TL
TayLord @taylord

If you're looking for a mine field you could use my MadBots mutator HotPot, which you could configure to drop a live mine on every player death. These mines are triggerable by either team.

TL
TayLord @taylord

That's awesome! Might be a bit tricky in reality to spawn objects from a mod though. You'd probably need to actually make a mod to pull that off. If you can reference it somehow and spawn the mine as placed by team ID that isn't 0 or 1, then in theory the mine would blow for either team and they could be placed around the map!

TL
TayLord @taylord

*Changes in 4.0:
Survival rework for FortuneSoldier and FortuneAntiquing!
Added respawn points at mag grab crates and configuration
Minimum radius around which player can be Spawned close to bots at Crates
Drum mags for survival
Default loadout for survival

TL
TayLord @taylord

*Changes in 3.5:
Added M18 smoke
Adjustments to ease up difficulty on Survival mode for FortuneSoldier:
Added MagGrab crate spawning grenade
Allowed drum mags for 2x cost

TL
TayLord @taylord

*Changes in 3.4:
Increase scavenge vest costs to 10/20/30
Increase carrier costs to 6/12/15
Decrease mine range slightly.
Scale secondaries from 9-25 instead of 9-15.
Add destroy weapon on drop option so players cant drop all before resupply.
Removed unneeded content. Still has references due to 1.11 editor bug
Added all nvg and upgrades
Bug fixes

TL
TayLord @taylord

*Changes in 3.3:
I gave up on making vanilla bot loadouts work. Bots now use the custom loadouts as well and this resolves all issues the last 2-6 updates were attempting to fix, but only fixing intermittently.

TL
TayLord @taylord

*Changes in 3.1/3.2:
Now adds the ability to DROP WEAPONS using melee! (Overrides melee so change cycle optics bind)
Reworked to use theater and game defaults for bots
Fixed icons/visuals for carriers/armors
Fixed Heavy machine guns bypassing carrier limits
Should work with MoreAmmo fully now
Increased Fire Support quantities slightly for IED Drone, Bomber Drone and A10.
Modified mine to be triggered by infantry, be faster, and throwable.
Corrected _NoNVG's not forcing flashlights for bots with rework.
Hopefully fixed rushers not having knives in Survival

TL
TayLord @taylord

*New in version 3.0:
Reworked FortuneScavenger and FortuneSoldier into a single mutator called FortuneSoldier.
FortuneSoldier now has vests for scavenging and carriers for magazines.
Adjusted costs of carriers.
Now FortuneSoldier is much more flexible for different playstyles of equipping 4 primaries, scavenging 4 primaries, or 3 mag single primary.

TL
TayLord @taylord

*New in version 2.1:
Added configurable number of equipable primaries for FortuneScavenger for both checkpoint and survival. Set to default 1 on checkpoint and 0 for survival. See NumPrimariesCheckpoint and NumPrimariesSurvival.
Increased cost of carriers in FortuneScavenger
Added M67 HE as M67 variant with higher damage and radius

TL
TayLord @taylord

*New in version 2.0:
Alternate night map mode that disables all night equipement except flashlights for players and bots. Makes bots easier to spot, but vision is limited. See _NoNVG ending for FortuneSoldier, FortuneScavenger, and FortuneAntiquing.

TL
TayLord @taylord

*New in version 1.9:
Added night accessories to primaries available as secondaries
Limited night accessories in FortuneAntiquing to flashlights
Increased cost for scavenger carriers for FortuneScavenger
Reduced cost for submachine gun secondaries and mines across the board. Shotguns were too cheap compared to other secondaries.

泉晓非Rozwel

Secondary weapons, such as the M870 Mp7, still have no Light accessories at night.

TL
TayLord @taylord

I didn't know how to add weapon upgrades until now. Just added!

TL
TayLord @taylord

*New in version 1.8:
Point shooting, vector, and P90

TL
TayLord @taylord

*New in version 1.7:
Addition of FortuneAntiquing, which combines ShotgunsOnly, BudgetAntiquing, and FortuneSoldier into one package. Adds shotguns and all pistols as secondaries to budgetantiquing, increases costs, and forces bots to the same weaponry causing scavenging to only result in antique weaponry.

TL
TayLord @taylord

*New in version 1.6:
Added FortuneScavenger for the ability to scavenge up to 4 primaries, but only one can be equipped. No additional mags in carriers.
Adjusted M249 cost

泉晓非Rozwel

The effect of "FortuneSoldier_NoFrags" is very good, exactly in line with my expectations! There is no doubt that it will raise the intensity of the battle to a higher level.
MoreAmmo compatibility is still a bit strange, secondary weapons are still well supported, but major weapons are still unaffected by changes in MoreAmmo settings.
Flashlights didn't work, it was replaced by NVG shooting.
And I found that More Fire Support (101395) and Fortune Soldier are also somewhat incompatible, and using them at the same time will result in a difference between the number of Fire Support and the expected setting.(But it has little impact on the actual game experience, just to give you feedback.)
Small suggestion: The extremely high magazine capacity of the M249 makes it too practical, Even with a more powerful weapon like the 240B. in terms of actual combat experience, whether it is CQB or firepower suppression, the 249 is worthy of the title of king of machine guns, so I personally suggest that the cost of the 249 should be the highest. And the magazine of 240MG42PKM should also improve cost.

TL
TayLord @taylord

Thanks! Good catch. I'll adjust the M249 To be more in the next update. I'm working on another mutator that will open up 2-4 primaries that cant be equipped but just for scavenging purposes. Just working through bugs now and then will update.
Unfortunately I cant really fix issues that arise from cross mod conflict. It's a toss-up as we are both changing things in the loadout so one might win over the other and I'm not sure how to prioritize that. I just made my mod not disallow other loadout mods.

TL
TayLord @taylord

*New in version 1.5:
Added flashlights/IRflashlights/NVGs for night maps
Adjusted binoculor/radio costs
Added FortuneSoldier_NoFrags mutator that removes fire support and all frags
Added support for other theater mods