Arma 3
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DiGi ACE Extension (Chemical warfare) !OUTDATED!
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Data Type: Mod
File Size
Posted
Updated
1.402 MB
3 Sep, 2021 @ 9:42am
25 May, 2022 @ 5:40am
31 Change Notes ( view )

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DiGi ACE Extension (Chemical warfare) !OUTDATED!

Description
[discord.gg]

ACE 3.15.0 or later required

This mod is now part of KAT - Advanced Mecical. If you use KAT pls dont load this mod too otherwise you will get errors.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020940806


----
Changelog:

- Added chemical Cluster bomb
- Added chemical pylon rockets
- Added gas mas breathing sound
- Addes chemical trip wire mine
- Added RHS compatiblity
- Fixed some bugs
----


This is a small extension for ACE3 that allows you to create conterminated zones/ objects.
Gas mask can be defined in the addon options
Mortar Gas rounds & CS gas grenades now available

There is a Dev version on github: https://github.com/AtrixZockt/Chemical_Warfare

These zones are filled with toxic gas that kills you after some time if you don't wear a gas mask.

Zones can be placed in Eden and Zeus.
To create an contaminated object place the module on the object.
contaminated objects can be sealed via Ace interaction and the item ("Sealant tube")


When placing down a gas module you can set 2 ranges:
Minimum Range = This is the range around the module where the gas is the most lethal
Maximaum Range = Is a range where the gas is not that lethal and you can survive longer.

Remember the maximum range is like the minimum range measured from the position of the module.

If you want a high lethal range of 10 meters and a less lethal range of 5 meters your range in the module looks like this:
Minimum range: 10
Maximum range: 15


_______________________________________________________________

Features:

- Gas mask filter that can be used when the durability of your gas mask is 0
- CS-gas grenades
- Mortar Gas rounds (works for AI too & ACE_CSW compatible)
- New item (Antidote, Sealant,more coming soon)
- Create gas zones or object (Eden & Zeus)
- You can give Unconscious units a gas mask to prevent them from dying (ace interaction)
- KAT Compatible
- Custom injurys
- All items you can wear in goggles slot can be used as Gasmask (Addon options)
- Custom effects & sounds

more comming soon...


Little hint: The chemical detector can be used to find out if you are in a zone.
If you give an Unconscious unit that has goggles on a gas mask the goggles will move to the units inventory

_______________________________________________________________

How to use:
1. In the addon options navigate to "DIGI ACE SYSTEM" -> at "Accepted gas masks" insert classnames of the items you want to be used as gasmasks
HINT: to add gasmask you need to insert it in this format: "gasmask classname","gasmask classname" and so on

2. place down a module (eden or zeus)
if you place the zeus module on a object you can enable Sealability. if you enable Sealability then you can stop the gas by using the Sealant tube via Ace interaction

3. If you get Intoxicatet heal your self with Antidote to prevent your self from dying.



_______________________________________________________________

ToDo:

- Rewite Workshop description
- add more gas variants

and much more...

Special thanks:

niCe-Team MultiGaming E.V[www.nice-team.eu]

License
https://www.bohemia.net/community/licenses/arma-public-license-share-alike
Popular Discussions View All (1)
31
13 Jul, 2022 @ 2:05pm
Suggestions & Ideas
Digii
180 Comments
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 26 Jul, 2024 @ 11:57am 
Some ideas of this mod have also been integrated into: Chemical Warfare PLUS
Huss1234 15 May, 2024 @ 11:18am 
is there a way to change the way the medical works as it has changed the base ace medical as in when you look at someone they are all blue now when injured. is there a way to change this back ?
powsyjowlsy 9 Apr, 2024 @ 1:14am 
is there only toxic gas level 1 in the contaminated area module? @[CoG] Digii
SchizoGougar 7 Apr, 2024 @ 6:24pm 
Is there an eta for the next update
Michael1073 20 Mar, 2024 @ 1:11pm 
I'm looking forward to the update, considering I don't wanna deal with KAT for fun with chemical warfare.
Digii  [author] 7 Mar, 2024 @ 9:27am 
There will be another change of plan. I'll be doing something I should have done a long time ago. I will update the mod to be one the same version as the one inside of KAT is. This will make it work with the newest ace version aswell as fixing some bugs. I'm not expecting it to fix all the bugs as there are some that are hard to reproduce. The update should be comming soon and I will announce it here as well as on my discord. I'm sorry that you all had to wait so long an I'm hoping you will still enjoy the mod after it was basically unusable for so long.

#LetsMakeThisModGreatAgain
Digii  [author] 5 Mar, 2024 @ 1:52am 
Due to an upcoming ace update that would require me to do a lot of changes again the update here will be postponed
Ryan Turner 26 Feb, 2024 @ 1:15pm 
Thanks for giving an update about it, and I meant the suggestion with the best of intends, I've recently been playing a with unit and while they use this mod for the CS and masks part of it, was found some issues, as i dug more onto it, even recently found that Personal Aid Kit will break your charachter's ability to do any more medical (who got PAK'd). this also includes full heal via zeus.

I and the other we will wait for a fix to come, whenver you get the oppurnity :)
Digii  [author] 26 Feb, 2024 @ 12:39pm 
And I would use the Version we have on KAT but it has a lot of changes to make it work with KAT and therefore I can't just take that and use it.

Tho it would maybe make sense to take it and change it again to be SA since it also includes some bug fixes and so on. (And in general I wrote the code way cleaner when I ported it to KAT)