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)
38 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]
102 Comments
Roger York 3 hours ago 
I am trying to add units to the array of Spec Ops Units for Covenant Forces cloaking but it does not seem to take effect. Any pointers on where I may have gone wrong - after the last unit in the default list I added a comma, followed by 'unit_ID_here' before the closing ]
Phenosi  [author] 23 Oct @ 8:25am 
@eJimmy dw we plan to redo that one almost entirely, we just haven't done much development for months now on this because both me and Marbearis have other projects to finish.
eJimmy 22 Oct @ 4:14am 
Hey! I was testing your mod for use with my unit and ran into an issue with the Scanner Utility ability. Its really cool and I would love to give it to my marksman, but its way too powerful as is.

What I would request is for you to add two server settings to the mod for this ability:
1. A setting to control how long the Icons stay on the hud (Cause for me I'd only want it to be a second or two, more like a 'radar ping' sort of deal, not a constant update on their position)
2. A setting to control who else the information goes to (Right now its side, but I'd like to change it to group or just the individual with the scanner)

Thanks and lovely mod!
CHASKOH 13 Oct @ 5:38pm 
Aight. Thankful the suggestion went through :)
Phenosi  [author] 13 Oct @ 2:33pm 
@CHASKOH I get wha you're saying, it would be added to the long to-do-list, for whevenever we get back to actively developing this mod.
CHASKOH 13 Oct @ 2:21pm 
Makes sense. But back before I mentioned the explosive charge stuff. You understand what I was saying right? Maybe a faster animation? The wrist watch does seem slow, plus it's already balanced enough as is without being able to shoot period, that I understand.
Phenosi  [author] 13 Oct @ 1:51pm 
@CHASKOH the explosive charge thing
CHASKOH 13 Oct @ 12:43pm 
You mean the explosive charge thing? Or both?
Phenosi  [author] 13 Oct @ 12:32pm 
@CHASKOH that seems more like an arma issue tbh
CHASKOH 13 Oct @ 11:35am 
+ can't set down charges/claymores with it either. Unfortunately :/