Insurgency: Sandstorm

Dinghy's Full Loadout Stock Kit for Insurgency: Sandstorm

Released (updated ago). Ranked 139 of 434 with 1,119 (2 today) downloads

Published by B4NDO (mod ID: 949577)

20210531152516_1.jpg

MUTATOR: Fullkit

dinghy's loadout for all vanilla stock weapons regardless of faction and commander truck firesupport spawner

choose fullkit carrier in loadout. this will give you 2 primary, 2 secondary and additional explosive slots

RUBBER DINGHY RAPIDS COOP/FRENZY CUSTOM

194.147.122.132:27102

work in progress let me know if ive missed anything

i have limited launchers (rpg7 etc) loadouts to demolitions and commander classes {latest update might have broken this ill go over it soon)

props to @Snakeyio for all the help ive added his fists into melee and also must convince him to give me the dumpster haha


********NEW INFO******

added AP ROUNDS for all stock "allowed weapons" that can use them, will be adding to this later on

added melee items: switchblade. hatchet etc

Releases

FilenameSizeVersionAddedOptions
filedata.8.zip69.38mb0.8

filedata.7.zip69.41mb0.7 reupload

filedata.6.zip69.4mb0.6

filedata.5.zip69.4mb0.5 reupload test

filedata.4.zip69.4mb0.5

filedata.3.zip69.39mb0.4

filedata.2.zip69.39mb0.3 ap rounds added and melee items

filedata.1.zip69.38mb0.2

filedata.zip125.17kb0.1

38 comments

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flo5000
flo5000 @flo5000

i have problems with the mutator ón my server he cant start on the first map or other i need my rcon tool he start the map plus the mutator no other way need help

Thôt1615395261
Thôt1615395261 @tht1615395261

the mutator no longer saves profiles on version 1.10

DA
dantaylor129 @dantaylor129

I havent had any issue in 1.10 in my server or locally with profiles.

Snakeyio
Snakeyio @snakeyio

its probably the latest editor update, has some mysterious bugs.

MO
MOsabbroxd @mosabbroxd

looks like you missed the new pistol optics ??

B4NDO
B4NDO @b4ndo

yeah will be updating soon bud, just waiting for an editor update 1st as in its current state its a nightmare

MO
MOsabbroxd @mosabbroxd

take your time bro :D

B4NDO
B4NDO @b4ndo

ive gone through the mod config and just tweaked a few variables. just tested on the server and all guns that were added are showing for all classes now. let me know how you all get on. until they update the editor im not going to do much to it yet. as far as the choose preset cosmetic screen goes thats not appearing with the mod or alot of mods in general there is nothing i can do until they sort out the editor bugs

added all the requested guns that salty kindly let me know what i missed let me know if u all can select them for all classes now chaps.
1) Grease Gun
2) Honey Badger
3) QTS-11
4) Tavor 7
5) M110 SASS
6) AS Val
7) QBZ-97
8) Ace 52
player speed should also be decreased now too

FullSaltyDoge
FullSaltyDoge @fullsaltydoge

Looks like now Breacher, Advisor, Marksman, and Gunner are missing the Famas and Aug on Security. The Aug is missing from Breacher, Advisor, Marksman, and Gunner on Insurgents, Not sure that it really matters that much anyway since those 4 classes are functionally the same as Rifleman. Other than the 4 classes on each side, the gun lists are looking good. The movement speed also feels pretty good now. Thanks for getting on these fixes!

Another suggestion for future iterations of the mod, I think it'd be nice to have the SMGs and shotguns available as secondaries for CQB other than having only pistols to choose from if that's something you'd be willing to add down the road. The extra capability would be a nice-to-have.

B4NDO
B4NDO @b4ndo

hi bud ill look into the missing stuff, yeah shouldnt be too hard i can probably add in a 3rd primary and just have the one secondary slot, leave it with me

FullSaltyDoge
FullSaltyDoge @fullsaltydoge

I was more referring to adding SMGs and shotguns to the secondary lists, similar to how the ISMC has SMGs and the TOZ also available in the secondary slots, not just in primary slots. The two secondary slots are nice as is, but it'd be nice to have some more selection (SMGs and shotguns) in addition to the pistols that are already there if that better clarifies my meaning. All up to you though and how much you feel like messing around in that pesky editor. Lol. What you've already built is great.

Played the latest version and the F1 grenade is missing. Not a big deal since we've got the M67s. I see you've gotten the shared loadouts working, that's pretty cool!

B4NDO
B4NDO @b4ndo

hi salty
yeah i see what you mean now, sure ill add the shoties and smgs into secondary, ill check that f1 too

FullSaltyDoge
FullSaltyDoge @fullsaltydoge

Howdy B4NDO, nice mod! A great vanilla alternative to ISMC that's functional with friendly bots. I've found a handful of missing primary guns from the loadouts if you'd be willing to add them at some point:

1) Grease Gun
2) Honey Badger
3) QTS-11
4) Tavor 7
5) M110 SASS
6) AS Val
7) QBZ-97
8) Ace 52

I did have an idea...there's a mutator packaged with the base game called "FullyLoaded" that puts all the equipment under one class called "Gun Master". The class is functionally the same as "Commander". "Gun Master" also maintains the same loadout between Insurgents and Security. If it's possible to combine your "Fullkit" and "FullyLoaded", maybe it'd be easier on you to maintain this in the future? Hope this information can help. Again, I appreciate the work you've done so far.

B4NDO
B4NDO @b4ndo

hi bud thanks ;)

yeah i,ll have a look at it ive tuned the classes a bit so not every class can use the launchers for obvious reasons lol ill add these guns as this is the info that makes it easier to tweak things in. i think the editor needs fixing too as the update has broke various things in it, all the new and previous mods dont seem to show the preset cosmetic menu when you connect to the servers it takes you straight to gun loadout class screen

FullSaltyDoge
FullSaltyDoge @fullsaltydoge

Hopped on Sandstorm and saw the mod updated. I'm not sure what you mean about the cosmetics, I've never been able to change my clothes during a match before, only class and guns. But, I've also never played anything but Coop on Sandstorm. Apologies in advance for the essay.

BUG STUFF:
I did some brief testing on Security, and it doesn't appear that all the additions made it for every class. Breacher is the only class that got theVal, Honey Badger, and Grease Gun. Advisor got the Tavor and Ace 52, but is missing the Famas and could be missing others as well. Commander didn't receive any of the added guns. As of writing, I don't know how widespread this issue is without looking through all the classes for each side. The remainder of the other added guns aren't showing for Security and I haven't looked at Insurgents yet. Is there a whitelist enabled in this mod for what equipment certain classes can't have? I also think the movement speed is still a little quick, not sure how others are feeling about it though.

EDITOR STUFF:
Also, I finished downloading the editor last night and started poking around for about an hour and a half. I see what you mean about the editor being a pain...lol. Steep learning curve with little-to-no tutorials. I think I've figured out how to make and edit custom squads and kits, but I haven't figured out how to implement any of them. If you've been individually editing the classes, perhaps you could delete all the extra classes out, leave demolitions, commander, and rifleman. Then you'd only have to worry about 6 classes total instead of 16. I also noticed there are allowed equipment packages that you can add for every class, I don't know if that would negate adding all the guns and stuff individually though. Hopefully my rambling helps you a bit.

B4NDO
B4NDO @b4ndo

its a royal pain in the *** thats for sure the editor needs fixing badly, you will see this if you start making mods, at the moment im going round in circles with it, ive tested the added guns in the editor (play) screen and they show for every class and faction. they have definately broke this and the main dinghy mod thats for sure and at the moment until they get their **** together with the editor issues the mods wont progress much at all. and to be honest i think thats what they want

DA
dantaylor129 @dantaylor129

Is there a way to slow down the movement? It feels like I'm flying compared to the base game. I tried SlowMovement along with FullKit, but it looks like this overrides SlowMovement and keeps the fast movement speed.

B4NDO
B4NDO @b4ndo

yeah i was playing with the run speed and forgot to tune it back down a bit :)

DA
dantaylor129 @dantaylor129

Thanks for the update! This still seems faster than vanilla, could it be made to match vanilla or another mutator for vanilla speed?

D
Dolarhyde_89 @dolarhyde-89

Yeah, I`m experiencing the same. I enjoy the mod, but the running speed throws me a little bit off.