Arma 3
29 ratings
HG2
   
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Data Type: Mod
Mod Type: Campaign
Scenario Gameplay: Singleplayer, Multiplayer, Coop, Persistent
Scenario Type: Air, Infantry, Vehicles
Scenario Map: Tanoa
DLC: Apex
File Size
Posted
Updated
635.258 KB
1 Jan, 2017 @ 3:02am
1 Jan, 2017 @ 6:50am
2 Change Notes ( view )

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HG2

In 1 collection by Wert
Hired Guns 2
4 items
Description
- Mod for hosts of Hired Guns 2 - Mercenary CO-OP Campaign [1-15+].

Main Features:
• ~100 unique, hand-crafted, story-linked jobs
• Progress/Gear/Vehicles/Money saved to the host
• Hire players/AI to strengthen Tanoa’s new leaders, or just to raid supplies!

64-bit is here!
-- 64-bit Mission File --
-- 64-bit Mod File --
Don't combine the two versions though!
Upgrading will require an additional step, see below.
However, if you are starting new, I strongly recommend 64-bit. It is 32-bit compatible too!

Other Features:
• 70 Leader missions, 28 'Personal Jobs' (supply raids and Final Mission), 4 taxis,
• Interact with voice-acted leaders to lead a mission for them, and hire a team to carry it out,
• Money-List highscores,
• Ambient civilian populations to hire for missions,
• Multiple teams can play different jobs simultaneously,
• Custom squad-building GUI,
• Headless client optional (Werthles' Headless Module built in but not essential to run),
• Alternate units possible for each enemy faction (re-write unit class-lists and rebuild).

Backstory
In a moment of CSAT weakness, leaders across Tanoa rose up to expunge their CSAT oppressors.
CSAT will be back, and in force. The only way to unite Tanoa before their return is to strengthen these leaders against the spectre of anarchy.
-- Prologue video wot i dun --

Mission Style
• Assassinations, demolitions, total eliminations, deliveries, detonations, escorts, defences,
• Slowly increasing difficult,
• Jobs can be taken from any leader,
• 10 jobs per leader,
• Respawn at any leader's home once you have met with them,
• Raid weapon caches, banks, steal vehicles, helicopters, planes with 'Personal Jobs',
• Cannot pay for more 'hired guns' than you or the Tanoan Leader can afford!

Host Mod:
This required for the host of the mission in order to load/save missions/progress.
Game will not work without the host running this!
Other players do not need to run this though.

Special thanks to:
Voice of The Old Man - Johnny Castagneto
Voice of The Cult Elder - The Uncertain Man
Voice of The Investor - PlantLamp
Voice of The Market Protector - Reid Granke
Voice of The Slave Commander - Reid Granke
Voice of The Rich Man - Reid Granke
Voice of The Mine Supervisor - PlantLamp
Meatball's RandomWeather2 - Meatball
iniDBI - code34
Tester, Adviser, Mission Helper - ian

- Uses iniDBI (thanks code34) to load missions and to save progress/gear/vehicles/money and some technical information like the missions in progress, top earners and who has joined the host in the mission and when.
- Only the host needs to run this mod, but it doesn't matter if other players do too.
- Run on the hosts/dedicated server as a normal mod, not a 'server mod' in the dedicated server configuration.
- This means you can allow vanilla clients to join the server.
25 Comments
Angeleyes 8 Oct, 2022 @ 9:21am 
subscribed and downloaded , but i can't find it anywhere pls help
Protoss111 23 Jul, 2017 @ 6:53am 
I used those files to play 64 bit and then also tried using these files to play the 32 bit system and both of them were borken for me. The leaders look like they are talking but they dont say anything and do not give me any objectives.
Wert  [author] 21 Jul, 2017 @ 3:16pm 
These files won't work with 64bit Arma 3.
To play with 64-bit Arma 3, you need these files instead:
-- 64-bit Mission File --
-- 64-bit Mod File --

I have a discussion page on these mods to show you how to transfer progress from 32->64bit.
Protoss111 19 Jul, 2017 @ 3:23pm 
I attempted to play this mod on 32 and 64 bit but i cant talk to any of the leaders. Also can do no missions or tasks. Any ideas?
Erölith 21 Jun, 2017 @ 9:25am 
Could you be able to make one with ace cause my friends and me want to be able to use ace with this mission because it was fun but we think it would of been better with ace. Still thanks for the map/mission my guy
Wert  [author] 20 Jun, 2017 @ 3:58pm 
It would need to be added manually I'm afraid. But it would work in principle with ACE.
Erölith 17 Jun, 2017 @ 2:37pm 
I have a question can i use Ace with this?
Wert  [author] 28 May, 2017 @ 2:49pm 
I think inidbi2 is slightly more complex. I think it shrinks down loading times by breaking up the read and write commands into 2 parts. So when reading/writing to the same file many times in the same part of the code, the first 'prep' part makes the reads/writes of the second part go faster. I didn't realise inidbi1 wouldn't work with a 64bit Arma3, as I didn't realise there was going to be a 64bit Arma when I started it. I think inidbi1 is easiers to write, but probably slower on runtime. And no problem :)
[40-1]King_Kosher 28 May, 2017 @ 2:39pm 
Still,thank you for the port AND your reply
[40-1]King_Kosher 28 May, 2017 @ 2:38pm 
Eh,yes,there wouldn´t have been a port over to iniDB 2 obviously. It was more about the workload you had "doing it with iniDB1" compared to "doing it with iniDB2" from ground.