Action Heroes Vanilla Overhaul

by BOWLCUTICUS
Action Heroes Vanilla Overhaul

Summary

Better Conflict: additional gear, supply changes, XP changes, rank requirement changes, magazine/tracer overhaul, spawnable AI and FIA overhaul, helicopter navigation light correction, and much more!

Description

Updated for the new v1.4 Update!!!

Overhauled Everon Conflict Scenario:
I added a lot more points and spawns, the usual supply depots, and new hidden supply caches; the only thing that this currently lacks is FIA-guarded checkpoints! Both teams start with 2 gun cars and a transport truck at their HQ to give a motorized feel. Groups are now 8 members instead of 6 so that you can have more friends in a group!

More efficient starting Loadouts; the Default Rifleman spawns with these as well:
- 9x20-rd mags on NATO & 5x30-rd mags on PACT
- 6x bandages
- 4x tourniquets
- 1x epinephrine
- 1x morphine
NOTE: I removed the following from the Default Rifleman:
- binoculars (saves weight)
- watch (saves a bit of weight and it is currently of little use)

Additional Uniforms for use on other maps!

Added 7U1 subsonic ammunition for AK74 users a suppressor in CQB!

Supply Overhaul:
Basically-everything costs something; most things are meaningless in supply costs (many things are cheaper) but where you will notice the supply cost overhaul the most is with explosives, 250-500rd MMG, HMG, and Cannon belts. Also, all bases outside of MOB can generate up to 3000 supply instead of 1500 supply.

Build/Request Rank Requirement Overhaul:
To create incentive for using a wider variety of vehicles rather than only spawning .50 cal turret Humvees as the on the NATO side. Anyone can place and build parts of a base unless it is a weapon system such as mortars, roadblocks with machinegun emplacements, or a standalone machinegun emplacement, so be sure to put the Helipad down immediately after placing the radio so that you make sure you have room for airborne supply runs!

Magazine & Belt Simplificaton:
I modified the default Rifle magazines into 2:1 Mix and default Autorifle and LMG belts into 4:1 Mix with the last 3 rounds as tracers to let you know to reload, this should be helpful for cohesion and especially helpful for newbies; MMG belts have that same change applied and now also have Armor-Piercing mixed into the belts (the PKM, PKT, & UK59 get Armor-Piercing Incendiary mixed into the belts), so MMGs are now nearly as scary as HMGs. Marksman Rifles are the only weapons which do not have tracers.

Additional Starting Weapons:
- the FIA Sa58P and Sa58V for the scavenger Rifleman
- the FIA UK59 for the scavenger Machinegunner
- Big Chungus weapons and MAT49 have also been added; NATO gets a stockpile of captured Type 56 rifles and MAT49 SMGs leftover from Vietnam and PACT get a stockpile of M16A1s and various magazines acquired after Vietnam through their allies!

Vehicle Depot Simplification:
I removed some vehicles which were arguably less useful when compared to other variants. Also, we have Big Chungus's motorbikes at Light Vehicle Depots!

FIA & AI Overhaul:
The FIA spawn with their typical uniforms and Type 56 vests and M70 Backpacks but also have Soviet armor, RPG packs, and painted camoflauge helmets available to them. Also, you will see more of their Specialists present Heirarchy is indicative of skill when it comes to the AI, weapons Specialists are slightly more-skilled, Squad Leaders are slightly more-skilled than Specialists, and Platoon Leaders and Marksmen are highly-skilled!

RPG7 Initial-Use Rework:
The RPG7 now spawns without a rocket in the tube which makes it easier to remain stealthy while being a RPG7 Specialist. Also, this will reduce the chance of the FIA instantly switching to a loaded RPG7 upon seeing a vehicle and killing that vehicle while the driver tries to avert; survivability is fun and this is a realistic modification from what I have gathered due to safety concerns with reloadable launchers.

Modified Tracers:
7.62x54mmR 7T2 tracers & 7.62x39mm 57N231P tracers are now green instead of red and 5.45x39mm 7T3 tracers have remained red for historical accuracy. If I did not know the color of the tracers in reality, I did not make a change.

Modified Navigation Lights on Helicopters:
The Tail Navigation Lights are now white as they should be!

Period-Accurate Radio:
I'm working to put more and more period-accurate songs on the radio broadcast to make it more immersive!


A huge thanks goes out to:
- my bro Jesse Ventura for showing me the ropes back in the day
- Sven Martin and [FOR] Reason for the troubleshooting and guidance along the way
- CEO_of_Bacon for helping me set up the depencies and troubleshooting
- Jove Chiere for making a sweet new version of his ToH ReCharacters mod and teaching me some things as well
- Big Chungus, Degzii, TheOrangeDealer, YouAreBamboozled (WCS), Reforged Arms Studios, Your401kPlan, Sorrry, and Ashyl for granting me permission to utilize their awesome mods
- all of you for using my mod that I have put a lot of thought and hours into

If you use my mod and/or modify and reupload it, all I ask is that you give credit to me and the other modders who made it possible!

License

Arma Public License Share Alike (APL-SA)