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Squad Mods & Plugins
CAS_Events_and_Training
par 76561198017429127
Mod de la Comunidad Americana de Squad para eventos y entrenamientos.
Yehorivka AAS v2 'Heavy Metal' with 9 Tanks 6 Helo's
par 76561197970545960
Works on B19, Server Tested. US v RU, AAS v2, 750 Tickets ea. 9x Tanks 6x Helo 2x BFV/BMP2 2x M1126/BTR82a 1x MATV/Scout Car. 1x MATV Tow/Scout Car Span. Respwans: All Vics' 360 seconds* *Logies 180 seconds Level: Yehorivka_AAS_v2_HM
[Coop Mission] Iron Rain
par 76561198959579704
In order to train our military's urban assault capabilities, a military exercise codenamed 'Iron Rain' was first launched LayerID: Coopmod_Narva_PLA_IronRain PS:Recommend to subscribe to the night vision mod
PoligonProject Events
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SquadZGameMode [Discard]
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Utah Beach [SQ 8.2] [MAP] [Rotation]
par 76561198032448305
Utah Beach map from Project44 split out. This mod contains a highlight map standalone from Project44. The map will rotate out as new maps are going though cleanup from porting. For more information please see the main project mod here - https://steamcommunity.com/sharedfiles/filedetails/?id=3350459257 Layer List: P44_Utah_Beach_AAS_v1 P44_Utah_Beach_Invasion_v1 Zeus Layers: P44_Zeus_Utah_Beach [h1]Join the Squad Plus Community![/h1] Whether you’re reporting a bug, suggesting an idea, or sharing your thoughts, we want to hear from you! Be sure to stay connected for updates and new releases. [url=https://discord.gg/5YJ8ZtnxDE]Wil's Squad Mods Discord server[/url]
Gorodok RAAS v1 'Heavy Metal' with 9 Tanks 6 Helo's
par 76561197970545960
Works on B19, Server Tested. US v RU, RAAS, 750 Tickets ea. 9x Tanks 6x Helo 2x BFV/BMP2 2x M1126/BTR82a 1x MATV/Scout Car. 1x MATV Tow/Scout Car Span. Respwans: All Vics' 360 seconds* *Logies 180 seconds Level: Gorodok_RAAS_v1_HM2
Mutaha_US_Rescue
par 76561197962109738
Mutaha Invasion map layer A US Supply group has been ambushed after taking a wrong turn into Mutaha city. US troops must defend the Ambush Site for 40:00min.
plunder
par 76561198142873173
[h2] What is Plunder? [/h2] plunder is a Fireteam coop mod that allows you to loot the inventory of dead bots. VERY W.I.P. Long-term I want to turn this into something of an extraction shooter [h2] How to Play [/h2] Load into the Fireteam lobby and select "Play Plunder - Plunder Ocean" [h2] Cross Modding [/h2] You can enable bot looting on any* fireteam layer by first loading into the plunder entry level, then selecting "Cross Mod Plunder" from the computer. [h2] Discord [/h2] [url=https://discord.gg/6822hzupnB] Plunder Discord Server [/url] Known issues: The notes on Fool's Road Plunder are blank for people who aren't hosts
RSGSNonelDMmod
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Death match mod for RSGS training purposes
Ultra Dynamic Sky & Weather
par 76561198330139721
[h2] Older version:[/h2] [h3] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3562774788] Dynamic Weather System [/url][/h3] [h2] How to run this mod:[/h2] Head to [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3516838562] ModLoader [/url] there you will find a guide to install the dependency to the Squad dedicated server and setup mods. [h2] Modloader path:[/h2] /UltraDynamicSky/Blueprints/SQ_UDS_Manager.SQ_UDS_Manager_C [h2]Special Thanks:[/h2] Jhett for modloader and coding Thank you ileveN for the 4k Video! DeathRipper & Stephan for JSON config help [h3]Support Small Creators! [/h3] https://buymeacoffee.com/1tapfoshj [h2]Road Map[/h2] -Lightning Stikable Actor with/without damage -Full DLWE intergration snow/dust/puddles effects built-in -Custom Planet/sky presets
Project 44 [SQ 8.2] [MAPS] [Alpha 5]
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Squad 44 (Post Scriptum) maps ported over to Squad. WIP - Please join discord for updates, status and feedback of the project. Testing Layer List: WSQM_Stonne_AAS_v1 WSQM_ProvingGround_AAS_v1 WSQM_Best_AAS_v1 WSQM_Arnhem_AAS_v1 WSQM_Ardennes_Snow_AAS_v1 WSQM_Ardennes_AAS_v1 Zeus Layers: WSQM_Zeus_Ardennes WSQM_Zeus_Ardennes_Snow WSQM_Zeus_Arnhem WSQM_Zeus_Best WSQM_Zeus_Carentan WSQM_Zeus_Colmar WSQM_Zeus_Colmar_Snow WSQM_Zeus_Dinant WSQM_Zeus_Doorwerth WSQM_Zeus_Driel WSQM_Zeus_Foy WSQM_Zeus_Grave WSQM_Zeus_Hagenau WSQM_Zeus_Heelsum WSQM_Zeus_Johanna_Hoeve WSQM_Zeus_Maginot WSQM_Zeus_Maleme WSQM_Zeus_ProvingGround WSQM_Zeus_Rethimno WSQM_Zeus_St_Mere_Eglise WSQM_Zeus_Stonne WSQM_Zeus_Utah_Beach WSQM_Zeus_Veghel WSQM_Zeus_Wolfheze [h1]Join the Squad Plus Community![/h1] Whether you’re reporting a bug, suggesting an idea, or sharing your thoughts, we want to hear from you! Be sure to stay connected for updates and new releases. [url=https://discord.gg/5YJ8ZtnxDE]Wil's Squad Mods Discord server[/url] [h1]Road Map[/h1] Remaining Alpha Roadmap: Rebuild the water planes to use the Squad Water system Alpha Completed Tasks Port Maps Fix Textures Create basic minimaps Fix missing physmats Add in gameplay barrier to each map Add in renderer for foliage, terrain and etc Add ZEUS layers to each map Reduce size of assets by using base shipped assets that are similar At this time, all maps have been fixed up for textures and physmats. Import is 100% done and fixing up the base maps is still underway. Alpha 6 will consist of updates with fixes to the water and any other possible missing textures and physical materials that was missed. Once the water planes are fixed and using the Squad water system, then the project will enter the Beta phase and will consist of removing the hard invisible border walls, Adding in traditional squad gameplay layers, expanding the map borders to be less rough, fixing the minimap's, and more.
Willows_Aim_Practice
par 76561198069499167
Contains two maps to practice your aim. - Firing ranges which time your performance. - Vehicle range where wrecks do not generate (Vehicle damage only works when hosted on a server). - Flick training map where a target changes position every time you shoot it.
Operation Gunrunner
par 76561198060026189
A FOB has been cut off from friendly forces and requires supplies for repairs. Drive and escort the M939 Logistics truck to the FOB in the North East. You only get one, so don't let it get destroyed. This mission mostly a testbed for learning the Squad Editor and creating Fireteam missions, but is playable. Any recommendations for improvements are welcome. Known Issues: Typo in Objectives, correct target should always read "North East" Map pings for objective location not showing
UUFClanWars
par 76561199175013452
Shorabad
par 76561198100320841
A map based around the Azerbaijani Altiaghaj National Park and the Shorabad enclave The map features the PLA Mechanised brigade pit off against the IMF light armoured faction in a ground invasion game mode. The landscape is mountainous and craggy rewarding the use of flanking tactics and helicopters to perform fast ambushes and HAB setups in key areas. Fog obscures the map giving an extra layer of defence to the defending team. Roads are treacherous as many cover and ambush points exist within the old stone-walled fields of the park Layers: PLA ATT v IMF DEF: Shorabad_Invasion_v1 -PLA vs IMF -Foggy Storm Lighting Layer -5 objective flags with the first 4 objectives having alternate capture points -2 Advanced spawn points for defending team with limited vehicles while the main base has the majority of logis and ordinance -Defending tickets 900 Attacking tickets 200 plus 150Gain per flag Vehicle Roster IMF: -1 Ural Transport -3 Ural Logistics -3 Tech Logis -2 BRDM-2 -2 MTLB-VMK -1 MTLB-ZU23 -2 BMP 1 -1 T-62 -3 Armoured Technical DSHK -2 BM21 Grad Vehicle Roster PLA: -3 ctm131 Logistic -1 CTm131 armed transport -2 CSK131 QJY88 -1 CSK131 QJY89 -2 ZBL-08 -2 ZSL10_QJZ89 -2 ZBD04A -1 T-99A Cage -2 Z-8G Helo
WPMC CPV
par 76561198146000857
In this modification, there are 17 vehicles and 1 Loach CAS Small. This modification is intended for use only with Zeus. [url=https://discord.gg/uE5GTbKcee]Discord server of the modification author[/url] Changed: 2x faster entry/exit speed for CPV seats 6-12. [list] [b]CPV White[/b] [list] [*] M134 [*] Transport [*] GAU-21 [/list] [b]CPV Turquoise[/b] [list] [*] M134 [*] Transport [*] GAU-21 [/list] [b]CPV RED[/b] [list] [*] M134 [*] M134 - with 120 mm armor-piercing ammunition [*] Transport [*] GAU-21 [/list] [b]CPV Yellow[/b] [list] [*] M134 [*] Transport [*] GAU-21 [*] Mk19 [/list] [b]CPV Orange - Armor: 10 mm (impenetrable for light weapons)[/b] [list] [*] M134 [*] Transport [*] GAU-21 [/list] [/list] [b]Loach CAS Small – with 30 mm armor-piercing ammunition from the British FV CTAS[/b]
Outpost X (WiP)
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Updated v0.2.5 (Squad v7) REQUIRES ZEUS (Plans for non Zeus layers in the future) Layers: OutpostX_Zeus OutpostX_Zeus_1Cap OutpostX_Zeus_Defend Addition Features: *Most Lights are destructible *Most Bunker Doors are operable No AI Vehicle Navmesh on any layers Original Map Creator: FreshCan3D
Operation Twitcher
par 76561198060026189
Use CAS to push into insurgent positions, find their intel and destroy their cache's. Known Bugs: Enemies sometimes don't spawn in specified vehicles. Mission complete script doesn't trigger correctly when win.
[8MB] Zeus + FIX Layers - from Vozhatik
par 76561198146000857
[b]Important![/b] This modification [b]is not[/b] the main Zeus tool. This is a collection of fixed layers with full Zeus support, where I've reworked the lighting on all maps and fixed many issues present in the original layers created by Squiders. [h2]What has been done:[/h2] [list] - [b]Fixed lighting[/b] on all maps. For example, on [i]Harju[/i], the original layers had [b]2 lighting layers[/b] active simultaneously — this has now been corrected. - [b]Restored the standard HUD[/b] for two teams (in the original Zeus layers by Squiders, the HUD was set up for only one team). - [b]Ability to choose ANY vanilla faction[/b] for each layer. In the original Zeus layers, it was always USA vs RGF — now you can set any in-game faction with the appropriate doctrine. [list] Example: [code]AdminChangeLayer Zeus_Narva IMF CAF[/code] — works correctly, unlike the original where it would always default to USA vs RGF regardless of input. [/list] [*][b]Added [i]main[/i] for the second team[/b] on every layer — you no longer need to switch to the first team to spawn points. [/list] [h2]List of layers with fixed lighting and full Zeus support:[/h2] [code] VJ_Zeus_Sanxian VJ_Zeus_PacificProvingGrounds VJ_Zeus_Narva VJ_Zeus_Mutaha VJ_Zeus_Mestia VJ_Zeus_Manicouagan VJ_Zeus_Logar VJ_Zeus_Lashkar VJ_Zeus_Kohat VJ_Zeus_Kamdesh VJ_Zeus_Harju VJ_Zeus_Gorodok VJ_Zeus_GooseBay VJ_Zeus_FoolsRoad VJ_Zeus_Fallujah VJ_Zeus_Chora VJ_Zeus_BlackCoast VJ_Zeus_Anvil VJ_Zeus_AlBasrah VJ_Zeus_Yehorivka VJ_Zeus_Tallil VJ_Zeus_Sumari VJ_Zeus_Skorpo[/code] [h2]Additional layers (no NavMesh — bots will NOT work):[/h2] [code] VJ_Zeus_JensensRange VJ_Zeus_Tutorial_Infantry[/code] [quote]⚠️ These maps [b]have no NavMesh[/b], so bots (AI) will not be able to move around. Use them only for administrative purposes, training, or matches with real players.[/quote] You can reach me via Discord: https://discord.gg/3E8rVMkJpX
More Layers Pack [10.5] [100mb] [300+Layers]
par 76561198132693992
[h1]Description of the mod:[/h1] UPDATE 10.4 Mod is a reinterpretation of standard game modes and their expansion. The N key is used by default to turn on the night vision device. The Ctrl+N key is used by default to switch the spectrum of the night vision device. There are keyboard help on the screen. General changes: 1) Capture points collected from all game modes are combined into one. 2) You can be a squad leader on all maps. 3) Unique time of day and weather conditions for each map and each layer. 4) New modes. 5) New capture points. Changes have been made to the RAAS game mode: 1) Ticket balance has been changed 2) Fog of war is disabled by default 3) The linear randomness of getting points has been removed *Note - randomness is triggered only on the server MLP_AlBasrah_RAAS_v1 / 2 MLP_Anvil_RAAS_v1 / 2 MLP_BlackCoast_RAAS_v1 / 2 MLP_Chora_RAAS_v1 MLP_Fallujah_RAAS_v1 / 2 MLP_FoolsRoad_RAAS_v1 / 2 MLP_GooseBay_RAAS_v1 / 2 MLP_Gorodok_RAAS_v1 / 2 MLP_Harju_RAAS_v1 / 2 MLP_Kamdesh_RAAS_v1 MLP_Kohat_RAAS_v1 / 2 MLP_Kokan_RAAS_v1 MLP_Lashkar_RAAS_v1 MLP_Logar_RAAS_v1 MLP_Manicouagan_RAAS_v1 / 2 MLP_Mestia_RAAS_v1 MLP_Mutaha_RAAS_v1 / 2 MLP_Narva_RAAS_v1 MLP_Sanxian_RAAS_v1 / 2 / 3 MLP_Skorpo_RAAS_v1 / 2 MLP_Sumari_RAAS_v1 / 2 MLP_Tallil_RAAS_v1 / 2 MLP_Yehorivka_RAAS_v1 / 2 / 3 Changes to the DAAS game mode: 1) Now the DAAS has 2 central capture points 2) The ticket balance has been redesigned MLP_AlBasrah_DAAS_v1 / 2 MLP_Anvil_DAAS_v1 / 2 MLP_BlackCoast_DAAS_v1 / 2 MLP_Chora_DAAS_v1 / 2 MLP_Fallujah_DAAS_v1 / 2 MLP_FoolsRoad_DAAS_v1 / 2 MLP_GooseBay_DAAS_v1 / 2 MLP_Gorodok_DAAS_v1 / 2 MLP_Harju_DAAS_v1 / 2 MLP_Kamdesh_DAAS_v1 MLP_Kohat_DAAS_v1 / 2 MLP_Kokan_DAAS_v1 / 2 MLP_Lashkar_DAAS_v1 MLP_Logar_DAAS_v1 MLP_Manicouagan_DAAS_v1 / 2 MLP_Mestia_DAAS_v1 / 2 MLP_Mutaha_DAAS_v1 / 2 MLP_Narva_DAAS_v1 / 2 MLP_Sanxian_DAAS ? MLP_Skorpo_DAAS_v1 MLP_Sumari_DAAS_v1 / 2 MLP_Tallil_DAAS_v1 / 2 MLP_Yehorivka_DAAS_v1 / 2 / 3 Changes to the KOTH game mode: 1) The whole battle is for the control of one point 2) Ticket balance changed 3) Changed the size of the capture point 4) Changed the construction size for FOB 5) The fractions to choose from have been changed MLP_AlBasrah_KOTH_v1 MLP_Anvil_KOTH_v1 MLP_BlackCoast_KOTH_v1 MLP_Chora_KOTH_v1 MLP_Fallujah_KOTH_v1 MLP_FoolsRoad_KOTH_v1 MLP_GooseBay_KOTH_v1 MLP_Gorodok_KOTH_v1 MLP_Harju_KOTH_v1 MLP_Kamdesh_KOTH_v1 MLP_Kohat_KOTH_v1 MLP_Kokan_KOTH_v1 MLP_Lashkar_KOTH_v1 MLP_Logar_KOTH_v1 MLP_Manicouagan_KOTH_v1 MLP_Mestia_KOTH_v1 MLP_Mutaha_KOTH_v1 MLP_Narva_KOTH_v1 MLP_PacificProvingGrounds_KOTH_v1 MLP_Sanxian_KOTH_v1 MLP_Skorpo_KOTH_v1 MLP_Sumari_KOTH_v1 MLP_Tallil_KOTH_v1 MLP_Yehorivka_KOTH_v1 Changes to the RKOTH game mode: 1) The whole battle is for control of a single point 2) Ticket balance changed 3) Randomness for a single capture point *Note - random is triggered only on the server MLP_AlBasrah_RKOTH_v1 MLP_Anvil_RKOTH_v1 MLP_BlackCoast_RKOTH_v1 MLP_Chora_RKOTH_v1 MLP_Fallujah_RKOTH_v1 MLP_FoolsRoad_RKOTH_v1 MLP_GooseBay_RKOTH_v1 MLP_Gorodok_RKOTH_v1 MLP_Harju_RKOTH_v1 MLP_Kamdesh_RKOTH_v1 MLP_Kohat_RKOTH_v1 MLP_Kokan_RKOTH_v1 MLP_Lashkar_RKOTH_v1 MLP_Logar_RKOTH_v1 MLP_Manicouagan_RKOTH_v1 MLP_Mestia_RKOTH_v1 MLP_Mutaha_RKOTH_v1 MLP_Narva_RKOTH_v1 MLP_Sanxian_RKOTH_v1 MLP_Skorpo_RKOTH_v1 MLP_Sumari_RKOTH_v1 MLP_Tallil_RKOTH_v1 MLP_Yehorivka_RKOTH_v1 Changes in the AAS game mode: 1) Now AAS has different main bases from the standard layers in the game 2) Has different points from the standard layers in the game MLP_AlBasrah_AAS_v1 / 2 / 3 MLP_Anvil_AAS_v1 / 2 MLP_BlackCoast_AAS_v1 / 2 / 3 MLP_Chora_AAS_v1 / 2 MLP_Fallujah_AAS_v1 / 2 / 3 MLP_FoolsRoad_AAS_v1 / 2 MLP_GooseBay_AAS_v1 / 2 / 3 / 4 MLP_Gorodok_AAS_v1 / 2 / 3 MLP_Harju_AAS_v1 / 2 / 3 MLP_Kamdesh_AAS_v1 / 2 MLP_Kohat_AAS_v1 / 2 MLP_Kokan_AAS_v1 MLP_Lashkar_AAS_v1 MLP_Logar_AAS_v1 MLP_Manicouagan_AAS_v1 / 2 / 3 MLP_Mestia_AAS_v1 MLP_Mutaha_AAS_v1 / 2 MLP_Narva_AAS_v1 MLP_Sanxian_AAS_v1 / 2 / 3 MLP_Skorpo_AAS_v1 / 2 / 3 MLP_Sumari_AAS_v1 / 2 MLP_Tallil_AAS_v1 / 2 MLP_Yehorivka_AAS_v1 / 2 / 3 Changes in the TC game mode: 1) Changed to larger hex sizes MLP_AlBasrah_TC_v1 MLP_Anvil_TC_v1 MLP_BlackCoast_TC_v1 MLP_Chora_TC_v1 MLP_Fallujah_TC_v1 MLP_FoolsRoad_TC_v1 MLP_GooseBay_TC_v1 MLP_Gorodok_TC_v1 MLP_Harju_TC_v1 MLP_Kamdesh_TC_v1 MLP_Kohat_TC_v1 MLP_Kokan_TC_v1 MLP_Lashkar_TC_v1 MLP_Logar_TC_v1 MLP_Manicouagan_TC_v1 MLP_Mestia_TC_v1 MLP_Mutaha_TC_v1 MLP_Narva_TC_v1 MLP_PacificProvingGrounds_TC_v1 MLP_Sanxian_TC_v1 MLP_Skorpo_TC_v1 MLP_Sumari_TC_v1 MLP_Tallil_TC_v1 MLP_Yehorivka_TC_v1 Changes have been made to the INV game mode: 1) Added points from other modes 2) Added more linear point layouts 3) Completely new capture points have been created with the addition of an environment to them - MLP_Anvil_INV_v1 - MLP_BlackCoast_INV_v1 / 2 - MLP_Chora_INV_v1 / 2 - MLP_Fallujah_INV_v1 - MLP_FoolsRoad_INV_v1 - MLP_GooseBay_INV_v1 / 2 - MLP_Gorodok_INV_v1 / 2 / 3 - MLP_Harju_INV_v 1 / 2 / 3 - MLP_Kamdesh_INV_v1 Changes in the Bonus Layers: 1) MLP_NarvaDark_AAS_v1 - Dark night time / Thick fog - Its own lighting (flames/lampposts/) the main points are illuminated inside the buildings 2) MLP_Sumari_SEED_v1 - Night time 3) MLP_NarvaWater_RAAS_v1 MLP_NarvaWater_AAS_v1 - It has a flooded landscape (In development) - The Invasion game mode has been rethought (work is underway for all maps) - It is now possible to add a device with a thermal lighting source - Changed the presence of factions on other maps - Creation of a new randomization system for the RAAS mode - Create a new mode (there will be a prototype for tests later) - Add more Bonus and unique layers - Recycling of all mini-maps to current ones - Replacing icons and hints with custom ones - Expansion of standard mechanics (more information later)
SuperHelicopters
par 76561198165405936
New training helicopters: - SuperHelicopter Mi-8 - SuperHelicopter UH-60M - SuperHelicopter UH-1Y Features: helicopters cannot be destroyed or damaged. The sound of a collision lets you know that the rotors hit something. Keys: == [LMB (Action Fire)]: make Helicopter Blades Collision visible; == [Ctrl + RMB (Action Zoom)]: Change the position of the helicopter 10 m up (+Z Local Offset); == [Alt + RMB (Action Zoom)]: Make the helicopter position horizontal (X,Y = 0). P.S. The keys don't work on the server. What? Create these helicopters using the Zeus mod and practice flying! *It is recommended to use Dedicated Server as the physics between Standalone and Server are different.
OnlyInfantary
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Fear and Terror Comp Course (Permanently Defunct)
par 76561198272662465
Fear and Terror dissolved in April of 2021, rendering this mod for all intents and purposes, useless. Thank you to Jhett for help making this mod a reality.
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