Arma 3
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Equipment PLUS
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Data Type: Mod
File Size
Posted
Updated
109.610 MB
8 Feb @ 9:33am
27 Apr @ 7:18am
19 Change Notes ( view )

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Equipment PLUS

In 2 collections by Phenosi
PLUS Mods
12 items
Phenosi's Workshop (Mods)
36 items
Description

STATUS: Stable

Equipment PLUS is a mod designed to enhance the gameplay experience by introducing a range of advanced equipment, enhancing their tactical capabilities. All Equipment added in the mod is very adjustable to fit your needs. Not just for HALO-themed units/Missions!

Features:
AOTA = All of the above
  • Dynamic Cloaking: Units automatically cloak and uncloak during specific actions (firing, reloading, melee, grenade throws).
        - Special Conditions: Hunter's Rage or Grunts Kamikaze will cause permanent uncloak
        - Customizable Duration: Adjust the uncloaking duration via CBA_A3 addon options.
        - Manual Control: Disable automatic cloaking for Covenant Spec Ops units if desired.
  • Cloak'Device (Watch slot) which when equipped can be used to give players a controllable cloak ability
  • Armor-lock Equipment – Temporarily become invulnerable at the cost of mobility.
  • Holographic Form Emitter (hologram) – Deploys a decoy to mislead enemies.
  • Hardlight Shield – Provides a deployable energy shield for defense.
  • Regen Field Equipment - Generates an area-of-effect healing field.
  • Bubble Shield Equipment - Deploys a protective dome that blocks incoming fire.
  • Zeus Integration: Apply cloaking to any unit, spawn Regen Fields or a defensive Bubble shield using Zeus Modules (requires ZEN).
  • Scripting Support: Use scripts to apply cloaking with customizable durations or infinite cloaking with regeneration.
  • Thematic Flexibility: The mod is and will always be designed to fit any faction or theme (including Scripted units).

Cloaking System:
Spec Ops Covenant Units (primarily from Webknight's OPTRE Expansion) have been given a dynamic cloaking/Active Camouflage ability. Units will automatically cloak and remain invisible until they perform specific actions such as firing, reloading, melee attacks, or throwing grenades. Upon performing these actions, they will uncloak for a short period, which can be customized via CBA_A3 addon options.

Additionally, the mod allows you to disable the automatic cloaking feature for Covenant Spec Ops units, giving you full control over how and when the cloaking ability is applied.

Note: Camo-Cloak as a player
When using the Cloaking Device as a player, your model won't disappear on your screen to prevent exploits (there are still a shimmer/Electra visible on you). Others will still see you fully cloaked.

This mod also introduces Zeus Modules (requires ZEN) and scripting functionality, enabling you to apply cloaking to any unit in your missions. You can create cloaking units with any theme, giving them an "infinite cloak" that temporarily deactivates during specific actions and regenerates afterward. Alternatively, you can set a fixed cloak duration (default: 30 seconds).

Usage:
  • Automatic Cloaking: By default, Covenant Spec Ops units will have the cloaking ability applied automatically. You can disable this in the CBA settings.
  • Zeus Modules: Use the provided Zeus Modules to apply cloaking to any unit in your mission.
  • Scripting: Apply cloaking via scripting for more advanced customization.
    Description: Puts a unit in cloaked state for the given number of seconds or permanently. Parameters: 0: OBJECT - Unit to be cloaked. 1: (OPTIONAL) NUMBER - Duration of cloak state in seconds. (Default 30s) 2: INFINITE CLOAK - BOOLEAN (True/False) 3: Apply to Entire Group - BOOLEAN (True/False) Returns: NOTHING Execution: Should be executed on server or host player but can be executed from any client in MP game. Example: [_unit, 30, true, false] call PHEN_EquipmentPLUS_CloakUnit; Example (disable): _unit setVariable ["PHEN_EquipmentPLUS_isCloaked", false, true];

Credits:
TheTimidShade: For the original TTS Cloak effect and allowing me to study its implementation.
Webknight: For support and assistance during the mod's initial development.
Hologram 'face' Based on [VR Entity Faces] by Clasless
Marbearis: For additional help (Models, Animations, etc) and feedback on the project.

Future Plans:
- 'Utility' Update
- 'Offensive' Update
- QOL / Maintenance
- Expand cloaking effects to Vehicles?

Your suggestions are welcome! Feel free to leave feedback in the comments.

| FAQ
Q: Does this mod work with ACE3?
A: Yes.

Known Bugs:
- N/A

License:
This work is licensed under the Arma Public License Share Alike (APL-SA), also referred to as CC BY-NC-SA[creativecommons.org].

Do not reupload this mod to the Steam Workshop without explicit permission and proper credit to the original author and contributors. Violating this may result in action under Steam's Subscriber Agreement.


^ More info ^[www.bohemia.net]

Support & Feedback:
If you encounter any issues or have suggestions for improvement, please reach out via the comments section or join our modding community:

Our Modding Discord:
https://discord.gg/UnQAQMKGdS


Support me on Patreon[www.patreon.com]

Buy Me a Coffee?[ko-fi.com]

Join our Arma 3 unit where we use this mod![discord.gg]

Feel free to follow me on my content platforms:
My YouTube Channel

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Please READ the Workshop page and check out your own setup in-game ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  before asking Questions or Reporting Bugs <--Discord[discord.gg]
85 Comments
Phenosi  [author] 8 hours ago 
None, For now. That kind of stuff isn't easy to script.
ceebee 10 hours ago 
Other than cloaking, what other abilities can AI use?
Z3R0 von Degurechaff 6 Jun @ 3:08am 
For the Offensive update, something like a wrist-mounted launcher for AT purposes or as an anti-infantry burst grenade launcher would be a classic choice, but another idea I got is something that you use in the same way as the Threat Scanner, but instead it calls in an orbital laser strike or something like that, a heavy precision hit for taking out a single emplacement or tank with little area of effect (with a nice delay between calling it in and it actually firing so as to not make it overpowered)
Not exactly any unique ideas, but ones that seem fitting for offensive purposes yet are still generic enough to fit in with almost everything
Phenosi  [author] 2 Jun @ 3:15am 
@SpooNNNeedle the melee ones are breaking bc melee AI made by Webknight isnt able to be used with 'captive' units, so I need to filer that out again, which I did before.. but maybe I changed something..?
SpooNNNeedle 1 Jun @ 5:09pm 
also, when loading into a singleplayer scenario with equipment pieces equipped on a custom loadout, the UI breaks, separating the "cooldown ring" from the armor ability icon in the bottom-left, leaving it at an annoying position on the screen in the top-left. This can be remedied by equipping and unequipping the item in your inventory.

haven't gotten to toy with loadouts and stuff in a multiplayer environment yet, where you spawn in with your loadout mid-mission, to see if it applies there, too. I'll try it sometime the coming weekend.
SpooNNNeedle 1 Jun @ 5:05pm 
@Phenosi Yes! It is also not a LAMBs issue, I just tried it without those mods loaded. I tested by throwing down a linked virtual zeus and game master module in a singleplayer scenario.

I also tried giving them move, seek and destroy, or no waypoints, all of which still resulted in them standing still and being unresponsive until their shields are depleted (as others have said, I can't seem to deplete their shields with small arms, either, and have to use some kind of explosive weapon).

This doesn't affect the regular SpecOps elites, just the Melee ones.
Phenosi  [author] 1 Jun @ 6:21am 
@SpooNNNeedle hey, thanks for the kind words. Question, Do the icons for them turn purple/captive color by any chance?
SpooNNNeedle 31 May @ 4:54pm 
Cloaked SpecOps Melee elites (WBK), when placed in Eden, simply stand still and don't do anything until shot to the point of their shield breaking.

I believe the only reason they break the invisibility is because, when an elite's shield is broken, WBK's AI automatically plays an animation and sends them into a sort of "rage mode" where they get super aggro.

Possibly a problem with LAMBs, I'm running WBK's AI and LAMBs compat tho.

Your projects are easily my favorite, just wanted to let you know that you're awesome and your efforts make a lot of people's gamenights so much better.
Phenosi  [author] 15 May @ 1:01am 
@WE SPOOKY FEW Yes, That is why we made these and future equipment work with any mod or theme.
WE SPOOKY FEW 14 May @ 12:49pm 
can you use these armour abilities without the optre mod ?