Arma 3
97 ratings
Defoliating Munitions
   
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Data Type: Mod
Mod Type: Mechanics, Weapon
File Size
Posted
Updated
7.131 KB
5 Jun, 2022 @ 9:05am
10 Oct, 2022 @ 9:47pm
5 Change Notes ( view )

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Defoliating Munitions

Description
Upgrades bombs, artillery, mortars, and satchel charges with the ability to clear trees!

Bombs will be able to clear a good LZ sized area.

Artillery and mortars will require a heavy barrage to clear a large area, but are still effective at clearing foliage with concentrated fire.

Satchel charges should be able to clear a small area, you may need a few to clear a full - sized LZ.

Should work with most modded bombs and artillery rounds, if they inherit from the core vanilla base classes.

Seems to be compatible with the "Simple Craters" mod.



S.O.G. Prairie Fire version, for BLU-82 Daisycutter and 500lb Daisycutter munitions here :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2485837698


Take a look at my workshop page for many more Arma 3 mods!
https://steamhost.cn/steamcommunity_com/id/awenza/myworkshopfiles/?appid=107410
40 Comments
Lady Inquisitor 13 Jun @ 2:36am 
Hello!

Would like your permission to pack this mod into an modset for a unit. The mod itself is unlisted and isn't distributed outside the unit. I have a spreadsheet that will contain all the credit needed (links to the mod and everything required/additionally listed) contained in that document, along with a link to it in the readme.txt file. It'll also contain a list of the mods that are packed together in that file itself for ease of access. :)
ElPedroChicoRaulAlfonsoTejada 7 Nov, 2024 @ 1:55pm 
very subtle advertising from [EC] HAWK
Cpt N.Angevin 5 Aug, 2023 @ 9:25am 
yo, the mod looks great, but it's incompatible with any "Blastcore" mods, be it the "Edited (Standalone edition)", "Murr edition" and "Murr edited". I took the liberty of informing you.
Challenger 21 May, 2023 @ 6:27am 
@Wenza I only asked for the ability to repack simply to reduce the total number of mods. I'm happy for it to be it's own PBO with public credits to you and / or link back to this page. I'll start work seeing if I can hook into / override your functions from a "Compatability" sub-mod.

Happy to share code as well.
Wenza  [author] 21 May, 2023 @ 4:30am 
@Challenger
I see no problem with Wildifre compatibility, I would prefer if my mod was used as a dependency rather being repacked but if this is not possible I'm ok with that. I'm happy to add things like the 120mm cannon to this, but if you want to add RHS stuff etc feel free to patch it in
Challenger 21 May, 2023 @ 3:48am 
@Wenza I was looking towards compatability with Seb's Wildfire mod, as well as a random smattering of weapons across my modpack, examples include 120mm tank shells, 81mm mortars not inheriting off basegame classes, RHS TH-13 grenades or tracer ammunition.

I was looking at expanding both concepts into an initial strike zone area where the trees are immediately stripped of foliage, and then fires can spread and grow outwards from that initial zone. After that a chance for it to spawn one of Seb's modules to grow into an uncontrolled wildfire.
Wenza  [author] 18 May, 2023 @ 12:00am 
@Abutre
How close to the tree did you place the satchel? The area of effect for a satchel charge isn't very big fyi
Abutre 17 May, 2023 @ 5:33pm 
@Wenza im trying with satchel maybe iam having some incompatibility with other mods like ace or real engine
Wenza  [author] 17 May, 2023 @ 7:45am 
@Abutre
I've tested and it works fine in Tanoa, what weapon are you using? This mod only affects satchel charges, GBUs, 155mm artillery and 82mm mortars