
NxLabs / Insurgency: Sandstorm
Gun Frenzy (Loadout)
Gamemode that rewards guns, upgrades, and explosives for kills.

Description
Just a fun gamemode to try different weaponry. Start with bolt action and bad pistols and earn better weapons, upgrades, and explosives with kills and objectives. Lifespan of dropped weapons is configurable but set to 0 by default to force the usage of the tiered weapons. Mag grab crates can be spawned for additional magazines and respawn points in survival. Points are gained per kill and on capture ticks and can be configured as well as how much points are required for weapons, upgrades, and explosives. By default the score is reset to the current tier weapon with no upgrades on death. This removes all random weapon crates in survival and resupply crates in checkpoint will give a new unupgraded weapon from the current tier. This is significantly harder in Survival.
COMPONENTS:
- There is no equippable weapons in this mod. Lowest tier weapons will be given on spawn and improvements earned in time
- Spawns random improved weapons, upgrades, and fire support for kills in real time
- Explosives have been modified for higher damage. Mines are throwable and triggered by infantry. If modifed explosives aren't desirable then use VanillaFrags=True, which uses vanilla explosives
- Resupply grenade will spawn a mag grab crate that can be used for ammunition and additional respawn point for Survival mode
- Adjusted carriers. Grenade gives you 5 grenade slots and a few minimal mags. Primary and secondary carriers give 2 additional frags as well. Secondary carrier also gives a few minimal mags for primaries.
- 6 tiers of weapons, with the first tier being improved secondaries.
- After 6th tier of weapons is unlocked an additional primary slot will unlock and then fire support with no need for an observer
- There is 1 tier of scopes that contains all toggleable scopes and single scopes < 4x
- Character has a small configurable speed boost (1x-1.25x) and health boost (1x-2x)
- Any scavenged weapon will have upgrades added once primary weapons are unlocked in tier2, but will be replaced by the next tier weapon when unlocked
- Random weapon crates are disabled for survival. Only the mag grab crates that players can spawned are allowed
- Full resupply from checkpoint crates will give a new random unupgraded weapon from current tier
MUTATORS:
Mutator=GunFrenzy
For PVP modes using players vs bots you can use either of the following: Mutator=GunFrenzySec ->Forces Security to GunFrenzy loadout and insurgents to FullyLoaded loadout Mutator=GunFrenzyIns ->Forces Insurgents to GunFrenzy loadout and security to FullyLoaded loadout
CONFIG:
Default configuration is below. You only need to change those that differ from what you want:
[/GunFrenzy/Mutators/GunFrenzy.GunFrenzy_C] NumTiersResetCheckpoint=0 NumTiersResetSurvival=0 bRemoveCheckpointCrates=True bResetPointsOnDeath=False bResetUpgradesOnDeath=True KillIncrement=20 CacheIncrement=80 ProgressTickIncrement=10 MaxPointsForCap=80 PointsForWeapon=300 PointsForUpgrade=40 PointsForEquipment=150 PointsForScavenge=2400 PointsForFireSupport=1600 StartingPoints=100 MaxUpgrades=8 NewFragMsg="Explosive Gained" FireSupportMsg="Fire Support Unlocked" ScavengeMsg="Scavenging Slot Unlocked" bEnableScorePrinting=False bResetPointsOnReset=True VanillaFrags=False
bDisableRespawnCrate=False MagGrabLimit=3 SpawnAtObjectiveTime=25.0 NumSpawnsBeforeRandom=1
bUseBotAdjustments=True MinimumEnemies=10 MaximumEnemies=25 MinBotsPerCompletedObjective=0 MaxBotsPerCompletedObjective=1.0 DroppedWeaponLifespan=0.1 DroppedWeaponLifespanAfterUpgrade=10 Difficulty=2
CONFIG VARIABLE
DESCRIPTION
NumTiersResetCheckpoint How many tiers of weapons to push player back on death in addition to losing upgrades for checkpoint mode. Default is 0
NumTiersResetSurvival How many tiers of weapons to push player back on death in addition to losing upgrades for survival mode. Default is 0
bResetPointsOnDeath If set to True, this will reset player points to StartingPoints on death. Default is false
bResetUpgradesOnDeath If set to False, then players will not lose any upgrades on death and on respawn will be given weapons with upgrades already earned attached. This only works if bResetPointsOnDeath is set to False, as it has priority. Default is True.
KillIncrement
How many points to award on bot kill. Default is 20
CacheIncrement
How many points to award on blowing cache. Default is 80
ProgressTickIncrement
How many points to award when on point capturing per tick. Default is 10.
MaxPointsForCap
How many to cap player points at during capture. This removes the ability of farming points when bots are recapturing. Default is 80.
PointsForWeapon How many points are required before giving next tier weapon. Default is 200
PointsForUpgrade How many points are required before upgrading the current weapon. Upgrades will be awarded between weapons. So using defaults an upgrade would be awarded at 240, 280, 320, and 360. A new weapon at 400 and an upgrade at 440, 480, 520, etc. Default is 40
PointsForEquipment How many points are required before giving player explosives, if slots are available. Default is 100
PointsForFireSupport How many points are required before giving player both radio and binocs for calling in fire support. Default is 1600
PointsForScavenge How many points are required before giving player a second primary slot. This is only for scavenging and nothing will be awarded to this slot or upgraded from it. This enables a player to scavenge a bots weapons once they've unlocked all tiers and can have a backup weapon. Default is 1400
StartingPoints How many points should player start with and be given on reset if bResetPointsOnDeath is set to True. Default is 100
MaxUpgrades The max number of upgrades to make to a given weapon. Most weapons typically have up to 5 upgrades allowed at once in loadout. Default is 8.
bStateUpgradeName This will print to the clients chat the n
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