Arma 3
Chemical Warfare PLUS
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Update: 10 Jul @ 3:49am

ADDED:
+ N/A
UPDATED:
⭮ Moved all the 'Civilian' units (no weapons, etc) into their own Civlian Faction: 'CBRN Division'
- Useful when using Ambient Civilian modules/mods to prevent them from randomly spawning CBRN 'Civvies'
FIXED:
🛠 N/A
DELETED:
- N/A

Found a bug? Report it in my Discord!

Update: 9 Jul @ 1:43am

ADDED:
+ First phase of new Chemical 'head g0re' faces (Blister Agents/Nova Gas), made by TEKILLA.
UPDATED:
⭮ Zeus module radius cap increased from 200 to 1000.
⭮ Thickness parameters for Zeus modules now scale up to 10 (was 3).
⭮ Thickness values beyond 10 now scale proportionally instead of being hard-set — use at your own risk (FPS impact).
⭮ Particle cloud opacity increased slightly, meaning fewer are needed for visual impact.
⭮ Particle simulation adjusted for a denser, fuller visual effect.
FIXED:
🛠 N/A
DELETED:
- N/A

Found a bug? Report it in my Discord!

Update: 15 Jun @ 5:23am

FIXED:
🛠 Several minor bugs resolved (unrelated to latest comments — but give it another try if you experienced issues).
🛠 NOVA Gas (Tier 5) player zombies now correctly retain immunity and stay alive after resurrection.
ADDED:
+ N/A
UPDATED:
⭮ Gas mask overlay effects made smoother and more responsive when equipping/removing the mask.
⭮ The Chemical Leak module (`fn_ModuleMakeObjectLeakChemicals.sqf`) now applies leaks to all synchronized objects instead of just the first.
⭮ "Make Immune" and "Remove Exposure" modules now affect all units inside a synchronized trigger if they meet the trigger's condition (e.g., ANY, PLAYERS).
⭮ The main ChemicalHandler PfH interval changed from 5 to 3 seconds — It felt too delayed and made the Chemical Threat less present
DELETED:
- N/A

Found a bug? Report it in my Discord!

Update: 13 Jun @ 8:41am

FIXED:
🛠 Small hotfix for a Scripting mistake in `fn_BlurScreen.sqf`

Update: 12 Jun @ 9:13am

FIXED:
🛠 Nightvision should now function properly after chemical exposure — previously broken due to PostProcessEffects not resetting correctly.
ADDED:
+ N/A
UPDATED:
⭮ Chemical Gas Area particles are now less performance-intensive — reduced detail but still visually communicates gas radius effectively.
⭮ The main ChemicalHandler PfH interval increased from 3 to 5 seconds — grants players slightly more reaction time before full exposure.
DELETED:
- N/A

Found a bug? Report it in my Discord!

Update: 9 Jun @ 8:31am

FIXED:
🛠 Resolved a minor issue where the 'breath fog inside masks' sometimes wouldn't disappear or remain visible after removing the mask
UPDATED:
⭮ N/A
ADDED:
+ N/A
DELETED:
- N/A

Let me know if you find more bugs — join my Discord for support and suggestions!

Update: 8 Jun @ 5:42am

FIXED:
🛠 Fixed a small bug where using the ATNAA Injector (when used holding a primary weapon and crouching) didn't cure your chemical exposure in a MP environment.
🛠 Fixed a display text typo somewhere

Update: 7 Jun @ 2:25pm

FIXED:
🛠 Resolved an issue where **all grenades** incorrectly played the **chemical grenade spark/sound effects**.
UPDATED:
⭮ Adjusted **chemical grenade fuse timer** — now randomly varies around **5 seconds** instead of always triggering at 2 seconds.
ADDED:
+ N/A
DELETED:
- N/A

Report bugs or suggest features in our Discord! Your feedback makes the mod better.

Update: 6 Jun @ 10:26am

UPDATED:
⭮ Moved the ATNAA Injector from 'magazines tab' to Misc. Items so it's easier to find. (ACE3 Medical Version can still be found under the 'medical' tab)

Update: 3 Jun @ 7:00am

FIXED:
🛠 Fixed the brief blur "fade-out" effect at the start of missions.
🛠 Improved grenade throwing event handlers for better reliability.
ADDED:
+ 💉 **ATNAA (Antidote Injector) Syringe** — now available under the **'Magazines'** tab in the arsenal.
  ▫ Works with both vanilla and ACE3 setups.
  ▫ Can neutralize virtually any chemical exposure caused by Chemical Warfare PLUS.
  ▫ (Note: this is separate from the existing ACE-only version, which still exists for medical menu users.)
UPDATED:
⭮ N/A
DELETED:
- N/A

Questions or bug reports? Drop by the Discord!