Arma 3
Equipment PLUS
85 Comments
Phenosi  [author] 13 Jul @ 1:12pm 
None, For now. That kind of stuff isn't easy to script.
ceebee 13 Jul @ 11:01am 
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 ?
Phenosi  [author] 13 May @ 3:12pm 
Sound good!
CHASKOH 13 May @ 1:55pm 
@Phenosi its all cool man! (Also yeah, I tend to feel bad on asking that kind of stuff sometimes when it comes to some who upload some already really awesome stuff! I just like to see if they think it's possible or not, lol.) But yeah! I've mainly been using it for like a 2035+ kind of thing! Adding extra vests, weapons, etc, trying to expand that side of A3 into something GR:FS-like in terms of looks! And this mod helps that feeling A GREAT DEAL! I might need to see what the other stuff does in this mod sometime soon? Just haven't had all the time yet! :steamthumbsup:
Phenosi  [author] 13 May @ 9:08am 
@CHASKOH appreciate it man glad you’re enjoying it; yeah the CBA options were a late addition but super handy:praisesun:

that cloak reactivation idea is cool but honestly feels like a bit of an edge case; most folks don’t push the cloak system that deep and my time’s a bit more limited these days so I probably won’t be adding that kind of logic anytime soon

good suggestion though
CHASKOH 12 May @ 9:40pm 
If I'm remembering correctly, awhile ago I was asking for an AI squad feature for cloaking, for a "GR:FS" kind of deal or something and thought it wouldn't really happen tbh. So I decide to play with the mod for a single player scenario just for the fun's, and NOTICED it has a CBA option now! (Your a legend honestly.)

I guess the ONLY thing I could recommend, is if the AI go into cloak while the player is still cloaking aswell and they fire their weapons or sprint and go un-cloaked because of it? To have them re-cloak if the player is still cloaked within the time frame set in the CBA options.

(Also perhaps CBA options for if the penalties do anything or not?) I think the other cloak mod had that kind of stuff, but I've never seen an AI squad one like this! It's cool as heck!
Phenosi  [author] 8 May @ 2:51am 
@Lime, do this, ESC > controls > Configure addons > find Equipment PLUS > check the keybind there.
THE FIRST ONLINE GG 6 May @ 4:45pm 
I may just be silly but I haven't been able to get this to work with or without ACE, I thought you press O to active the items but it just pulls up my watch, I do not cloak or place down the shield and such, I am new to arma, returning after not playing for years, and got this mod and I did push every button on the keyboard with no luck
Arnodlx 28 Apr @ 6:50am 
I am using an invisibility module, and regular firearms cannot cause damage. Only explosives can cause damage and remove the invisibility.
Phenosi  [author] 24 Apr @ 1:38pm 
I will fix this next update, we are aware of it.
Antonoid 23 Apr @ 7:35am 
Hi, I'm experiencing the same issue as Wotsup described, exo mod hud elements that show armor and power values are missing. Hope you can fix it, thanks
Phenosi  [author] 7 Apr @ 4:43am 
@Charles B. Punchington omg, @Marbeairs you forgot something xd
@Wotsup how odd, i will have a look
Wotsup 7 Apr @ 4:10am 
Not sure what's causing it but when I run both E.P.S.M Exo Mod and Equipment plus together I lose some of the hud for the Exo mod.


Replicated it with only the two mods running but other than that it's fantastic! Gives the sessions much needed variety
Charles B. Punchington 29 Mar @ 2:21pm 
Don't know why, but it seems this mod is executing systemChat "smelly"; on player respawn. Perhaps some dev code that wasn't commented out?
Lak1z 28 Mar @ 5:31am 
Understood, thanks for the quick reply, will take a look within antistasi part then :)
Phenosi  [author] 28 Mar @ 5:03am 
@Lak1z Idk, seems like AntiStasi Related issues, not much we can do on our end.
Lak1z 28 Mar @ 2:30am 
Is it possible to restrict items, that they would not be provided on spawn? As in our case we are playing with Antistasi Ultimate mod, and items are being provided at the very beginning, but we would want to remove them from the start and allow to have later only
Voiden Venari 24 Mar @ 7:13pm 
Ah ok, well need a config to shoot while invisible, anyways nice mod they made me back to play arma 3 as well, congrats :steamthumbsup::lunar2019piginablanket:
Phenosi  [author] 24 Mar @ 1:49pm 
@ its not a config value, its the third parameter of the function: [_yourUnit, 30, true, false] call PHEN_EquipmentPLUS_CloakUnit;
'BOOLEAN' just means its either true or false, not a number or text (string/"string") etc.
Voiden Venari 24 Mar @ 11:00am 
Where i find config to put this ? ----> 2: INFINITE CLOAK - BOOLEAN (True/False)
Phenosi  [author] 22 Mar @ 1:50pm 
@Frost Glad you like it
@Shurelia That would require a whole new animation set, maybe in the late future.
Frost 22 Mar @ 4:38am 
Very good mod.
Shurelia 18 Mar @ 1:20pm 
Be able to add the ability to shoot with a weapon while using a hard light shield?
Phenosi  [author] 10 Mar @ 1:33am 
@Mr. J Soda that's just arma physics, its a physical object after all.
Mr. J Soda 8 Mar @ 3:53pm 
Not sure if it's a bug or not, but if players touch each other with the hard light shield deployed it ragdolls and damages them.
Delta29 5 Mar @ 1:29pm 
also as a suggestion can the cloak module's icon turn purple if its active? im confused by what the UI is telling me when im in the middle of a firefight in antistasi
Phenosi  [author] 2 Mar @ 12:10pm 
It's pretty much there until destroyed yeah.
Delta29 2 Mar @ 11:29am 
is it normal for the bubble shield to be permanent? or does entering a vehicle in Antistasi break its expiry counter?
Phenosi  [author] 27 Feb @ 4:02pm 
@Ruby Rose We added the ones that made the most sense in terms of the defensive option currently in the mod. in the future, yes. We do plan to add ZEN modules for all equipment that it would be useful for.
Ruby Rose 27 Feb @ 3:34pm 
ah got it, cheers! Are there any plans to add modules for the other equipment types?
Phenosi  [author] 27 Feb @ 3:33pm 
@Ruby Rose it should change depending on the faction that spawned it, the Zeus ones are based on the Zeus side.
Ruby Rose 27 Feb @ 3:23pm 
Is it possible to remove the BLUFOR invisible targets for the ZEN bubble shields? I want to use them for an INDEP faction
Phenosi  [author] 21 Feb @ 11:12am 
@puddy tat yeah, I actually had that code written already but didn't apply it to the Eventhandler xd
puddy tat 19 Feb @ 5:16pm 
To follow up on what Stellararryn suggested, you could also see about forcing a decloak if they're within 10 meters of a player? That way spec ops sword elites aren't literally invulnerable as they rush you
tokkun 19 Feb @ 8:13am 
That honestly sounds like a better alternative to both scroll menu and ACE interact. Looking forward to it!
Phenosi  [author] 19 Feb @ 6:39am 
@tokkun sorry to hear that, next update is going to overhaul the control into keybinds only and add a new HUD element to make things easier to use and mod for us.
tokkun 18 Feb @ 8:57pm 
Checked the mod out again and now activation/de-activation doesn't work at all with ACE. However, I was able to see the option to decloak thru ACE after using the Zeus module to cloak myself, so good job on that :D
Phenosi  [author] 17 Feb @ 11:51am 
@Suckin Fluts Nope (not for now), reduce the duration if its being abused by people
@yeah, give yourself the cloak item (intended player use) or run the PHEN_EquipmentPLUS_CloakUnit function on yourself.
@Stellarynn hey, its been quite busy and we got big plans for the mod but I haven't forgotten about this and will try to get it added.
Green Medicinal 16 Feb @ 11:28pm 
GREAT
Wolfgang 16 Feb @ 10:55pm 
cool beans. useful for stealth suit in aftermath.
Suckin Fluts 16 Feb @ 6:30pm 
any way to prevent players from passing through walls?
Stellarynn 16 Feb @ 4:49pm 
No need to apologize, respect for how much you've gotten done!
That makes sense, I honestly assumed something like that was the case. I know Arma is a fickle beastie :p Decloaking on a shot flying nearby certainly is an option that would totally fix that issue! I'm sure you'll figure it out, I look forward to the rest of the equipment!