Arma 3
Chemical Warfare PLUS
711 Comments
TheEternalFury 4 Sep @ 3:10pm 
Awesome, thanks for the quick response
Phenosi  [author] 4 Sep @ 3:09pm 
Not to my knowledge, you'd need to test it.
TheEternalFury 4 Sep @ 2:53pm 
@Phenosi any idea if this mod still causes issues with ACRE?
Phenosi  [author] 31 Aug @ 11:24pm 
@Narwhal76 this will be fixed next update
A. Ares 31 Aug @ 3:55pm 
@BiopticNumber97 you can set as "gasmask" whichever piece of equipment you want in CBA Settings of the mod. So, no need for any kind of extra "compatibility" is needed! Just add the className of the item and you are good to go!
BiopticNumber97 31 Aug @ 2:15pm 
Will we see Graves MSA masks make their way as compatible with this mod?
Narwhal76 29 Aug @ 7:21pm 
hi im struggling to get the chemical leak (object) module to emit only a small cloud of gas even if i set the range to 1. also the thickness stays consistent even when I change that setting (at least when i have a small range)
Phenosi  [author] 28 Aug @ 6:54am 
isee, the 'some error code' Is very important, please let me know what it is in my Discord if you could, that way I can fix it.
PreyOnAnnie 28 Aug @ 5:33am 
yeah throwing grenades such as gas grenades, etc. doesnt work, love the suits and stuff though and also the gas mortar modules dont work either since it doesnt work and also it shows a box saying some error code
Phenosi  [author] 27 Aug @ 1:27pm 
Thanks for the heads up, I will look into this.
masonadaniels96 27 Aug @ 1:25pm 
I can equip and throw/ launch the grenades, but nothing comes out of them like I'm just throwing a rock lol. Enabled Ace and it worked as intended.
Phenosi  [author] 27 Aug @ 5:22am 
@masonadaniels96 how odd? I will have a look into that.
masonadaniels96 25 Aug @ 10:17pm 
Doesn't seem to work for me unless Ace is enabled.
Phenosi  [author] 18 Aug @ 1:45pm 
:) :steamthumbsup:
arthrfortune 18 Aug @ 12:43pm 
anyways since this mod is great i can add it myself in the settings actually thanks
arthrfortune 18 Aug @ 12:40pm 
I feel like the viper spec ops suit and helmet should give CBRN protection against the nerve and blister agent.
devstrieff 13 Aug @ 1:40pm 
@Harmless Avacado
I've used Drongo's AI Fire Support to get enemy AI to fire chemical gas mortars. It also calls air support and the planes/helos will drop gas bombs on vehicles, though not much on infantry in my tests. For the mortars, you have to use removeMagazines and addmagazines to make them have the gas shells loaded first. Experiment with that.
Phenosi  [author] 13 Aug @ 12:28am 
yes, I am aware of it. I have not had a dedicated server to test on for a bit now, once I get it all tested I will push an update to fix it.
TheEwan 12 Aug @ 4:27am 
I found an issue on my units dedicated server where people who join after the mission file is first loaded aren't affected by the gas at all, is this a known issue or is there a fix?
Phenosi  [author] 11 Aug @ 10:55am 
@A Harmless Avacado I never tried it no, I just spawn em via zeus.
A Harmless Avacado 11 Aug @ 9:56am 
Have you ever gotten the AI to fire chem weapons successfully? Trying to script them
Kokujo 7 Aug @ 8:51pm 
ohhh i see compatible in CBA option now.
why im so blind
Kokujo 7 Aug @ 8:39pm 
wait.. there is CBA option? let me check
Kokujo 7 Aug @ 8:34pm 
how can i make compat for my self?
i have my own gasmask but idk how to make it work
A. Ares 5 Aug @ 2:18am 
Cheers @GrayWing121. Thank @Phenosi for this amazing mod! :)
GrayWing121 3 Aug @ 10:41pm 
@A. Ares thanks :D
Phenosi  [author] 3 Aug @ 1:04pm 
I don't know about dynamically, but you script pretty much anything you need.
A Harmless Avacado 2 Aug @ 11:14pm 
Anyway way to make the AI use these weapons via artillery strike? Do you have any recommendations for mods that use this in artillery strikes, if there are any?

Or, do you happen to know how one can place these dynamically in a mission where the AI uses them ?
Phenosi  [author] 2 Aug @ 11:15am 
It should.
Deuce 2 Aug @ 10:57am 
that doesnt make the filter system work though does it? unless that was changed in a recent update
Phenosi  [author] 2 Aug @ 4:52am 
yep.
A. Ares 1 Aug @ 5:15am 
@Deuce and @GrayWing121 , I may be wrong but there is an option in CBA Settings that you can set custom classNames of (if I am not mistaken) facewear to act as masks. So, you can use this to add the compatibility! ;)
Deuce 31 Jul @ 7:00am 
to add to the below request, the M50 compat doesnt work for the mask when using the JCA Infantry equipment mod, only the standalone, if it could be made to work, that would be awesome
GrayWing121 30 Jul @ 6:46pm 
Hey Phenosi can you add compat for JCA MSA APR by Graves?
Phenosi  [author] 29 Jul @ 6:20am 
I'm not sure we made those with ace compatibility.
Fire_Victor [G4] 29 Jul @ 2:13am 
Hey I can't load the 82mm Mortar Shells using ACE. Is there any fix for that?
Phenosi  [author] 26 Jul @ 9:12am 
@AppleFudge they are for sealing chemical leaks, you can make them via 3den or Zeus modules or scripted Fnc's.
AppleFudge 26 Jul @ 12:44am 
Hey quick question, what are the sealant tubes meant to do? From what I can tell the duct tape is for repairing the mask but the tubes don't do that and the only other thing I could think of which is repairing suits they don't seem to do either
Bashar al sneed 20 Jul @ 2:20am 
alright ty
Phenosi  [author] 20 Jul @ 2:18am 
If you want something looked into, you have to make a bug report on the discord
Bashar al sneed 20 Jul @ 1:58am 
so i found a bug none of the units that get hit in multi player by the nova gas or any tier 5 gas turn into the webknights zombies they just die and fall through the map it worked in single player ive checked the settings and everything that needs to be on is on any help would be nice and appreciated :beeped:
Phenosi  [author] 19 Jul @ 12:26pm 
@YAMIE it might not be detecting the faction correctly, please make a bug report on my modding discord if you want it looked into :))
realPepsicoshill 19 Jul @ 10:33am 
absolutely banger mod, this should be required.
YAMIE 15 Jul @ 9:04pm 
Hey there, loving the mod so far, I have noticed one issue. I have WBK's zombies faction to have immunity to all gasses, though when i put a gas area module, the zombies i place down die to the Nova 6 gas.
Phenosi  [author] 11 Jul @ 3:28am 
It literally does that.
Reticuli 10 Jul @ 6:01pm 
Needs carfentanil gas that causes units to go unconscious and eventually die if not woken up. CS gas should cause inability to shoot gun and a panic / flee response.
Phenosi  [author] 1 Jul @ 10:40am 
@Tim Stonks It does mess a bit with their AI skill level, but it won't like impair em where they can't should or something. If you wait very long they might go unconscious and after that die but that is gonna take a longgg time. CS gas is mostly nice to use against players as a non-lethal yet interesting game-mechanic.
Tim Stonks 1 Jul @ 10:25am 
Does CS Gas have any effect on AI? I can't seem to get it to do anything to them no matter how much I use.
Phenosi  [author] 30 Jun @ 12:39pm 
Not yet.
Goobular 30 Jun @ 7:39am 
@Glendening I also noticed this issue, is there any update on a fix for this?