Arma 3
Electromagnetic Pulse DEMO
141 Comments
ALIAScartoons  [author] 30 Jan, 2023 @ 5:18am 
@Sayli TV
No it isn't, I let the domain expire since it didn't get support and i didn't want to keep paying for it and hosting from my own pocket.
Sayli TV 30 Jan, 2023 @ 3:38am 
Your website for direct download is a fucking virus son of a bitch !!!
ALIAScartoons  [author] 2 Sep, 2022 @ 1:16am 
@CCEL
Yes, via debug console where you need to execute the script in global.
You need the script files in your mission folder.
CCEL 1 Sep, 2022 @ 2:03pm 
are any of these usable in pub zeus
ALIAScartoons  [author] 23 Jan, 2022 @ 4:09am 
@Outsider
Yup and there is this one as well
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2699465073
I think there is a third one but i fail to remember it.
Outsider 22 Jan, 2022 @ 10:44pm 
@Structuredbyzayed @ALIAScartoons
I don't know if this is the mod you were referring to, but I found one that does the same thing, which is located here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2225040619
ALIAScartoons  [author] 29 Oct, 2021 @ 9:34am 
@Swampfox
A quick tweak would be to check if the player has the mask equipped and exclude him from item deletion. I can't be more specific, i don't remember the script, i would need to check it.
Remind me next week, i will have a look.
Swampfox 28 Oct, 2021 @ 2:44pm 
I have one question about this script, it works very good but when the pulse explodes, I am not losing only Night Vision it also removes my glass item slot, not only the NV slot, any idea how to avoid this?, because I am using a mission with the Radiation Script and this script, but i only want to get NV damage not my Gas Mask.
ALIAScartoons  [author] 31 May, 2021 @ 3:02am 
@Structedbyzayed
I don't have the time but i am willing to give permission to someone to make a mod.
If i am not mistaken there is a guy who made a module out of it.
Structed 30 May, 2021 @ 11:00am 
could you make a mod version of this?
ALIAScartoons  [author] 8 May, 2021 @ 5:56am 
@NeisAEL
I don't remember how i set it up but i think there are some arrays where you can add your scopes and items you want to remove or damage. Add your classnames there just mind the type of items... if is a facegear, scope or helmet etc. place them in related array.
Truth Officer 7 May, 2021 @ 12:22pm 
Hey, another short question: I want to remove certain scopes from players containing electronics, like a red dot or NVS. Using "_x removePrimaryWeaponItem "classname";" does not work. Any idea? I just put it below everything else in the emp_effect.sqf
ALIAScartoons  [author] 16 Apr, 2021 @ 9:17am 
@NeisAEL
Execute in global the script as you see it in init.sqf from demo mission just make sure the marker or object you wanna use as source exists on the map and has the same name as the one you use in script parameter
Truth Officer 16 Apr, 2021 @ 6:57am 
How do you trigger the script in the console? What do I have to type into the Debug?
Barna 8 Apr, 2021 @ 4:03am 
ah copy thanks..
ALIAScartoons  [author] 8 Apr, 2021 @ 3:51am 
@Demon Phoenix
I didn't test it, dunno
Barna 8 Apr, 2021 @ 3:33am 
Does this disable TFAR radios as well?
ALIAScartoons  [author] 1 Mar, 2021 @ 1:08am 
@Huntermist
You can run the script from debug console in Global as Zeus, dunno how achilies works, just make sure the object you use as source exists on the map and is named so you can use it in scripts' parameters
Huntermist 25 Feb, 2021 @ 9:01pm 
Hey @ALIAScartoons i see your still active on here. i was wondering if there is a way so the script can be executed multiple times on command with the console or the "execute code" module in ZEN or achillies. i dont know very much about scripting for Arma 3 and was wondering if you can offer some wisdom
Dev 18 Jan, 2021 @ 3:49am 
Hmm I'm not sure then, I did add the classname of the NVG to the script in the effects document but it has no effect on any vanilla items also. And the VFX isnt working still either
ALIAScartoons  [author] 18 Jan, 2021 @ 3:45am 
@Dev
No, terrain doesn't matter, tho if you use modded NVG, poorly implemented, you might need to add their classname manually in the array of items which must be removed/disabled/destroyed.
Dev 18 Jan, 2021 @ 3:36am 
100% did a test with the edits to remove the images from coming up and loading and did a test with the standard version, neither worked. Could it be a map incompatibility?
ALIAScartoons  [author] 18 Jan, 2021 @ 3:33am 
@Dev
Maybe you missing files, you have all the folders, files and sounds under your mission folder?
Dev 18 Jan, 2021 @ 3:27am 
Its not working to remove items either, rangefinder and etc arent being deleted
Dev 16 Jan, 2021 @ 5:41am 
Yep did that. used a boulder called Big_Rocky that I copy pasted the variable name of and it didnt seem to do the vfx for
ALIAScartoons  [author] 15 Jan, 2021 @ 6:22am 
@Dev
Make sure you use the correct name of the object you wanna use as source and the object exists when you run the script
Dev 15 Jan, 2021 @ 6:04am 
Hey was trying to get the emp to work in a single player mission. Keep getting a visual effects issue for my mission but works fine in your demo file. Any idea what it might be? Keeps saying line 27 of the vfx for the emp file
ALIAScartoons  [author] 14 Dec, 2020 @ 1:38am 
@jjthomp
It's ok, have fun and send me the links if you release videos or missions on STEAM i will be happy to promote them!
jjthomp 13 Dec, 2020 @ 12:18pm 
more for a unit im in
ALIAScartoons  [author] 13 Dec, 2020 @ 8:24am 
Feel free to use it in missions or mods or modules as long your work is free for public use
jjthomp 11 Dec, 2020 @ 11:41am 
Hi nice script! What are your polices on using this script?
ALIAScartoons  [author] 21 Aug, 2020 @ 6:30am 
@Krazy
Dunno, i will have a look next week. Do you use custom/modded nvg and gps?
Krazy 21 Aug, 2020 @ 4:38am 
@ALIAScartoons
So I have the script remoteExecd now but it still doesn't remove NVG/GPS etc. from ai or players. Any idea why this would be/how to fix it?
ALIAScartoons  [author] 18 Aug, 2020 @ 10:41am 
@Krazy
You can see plenty of examples in my scripts you can also read about it here
https://community.bistudio.com/wiki/remoteExec
Krazy 18 Aug, 2020 @ 8:51am 
@ALIAScartoons
Uhm, I am somewhat new to coding in arma, how does remoteExec work? Can I run the remoteexec through the addaction and can remoteexec run an sqf on everyone's system? And if so, how do I do this?
ALIAScartoons  [author] 18 Aug, 2020 @ 4:06am 
@Krazy
with remoteexec
Krazy 18 Aug, 2020 @ 2:37am 
@ALIAScartoons
So how could I set it up to broadcast to everyone's client through an addaction? Is there a way to do that? I'd prefer to keep the system I have now instead of running it differently but if there is no other way I'll change it.
ALIAScartoons  [author] 17 Aug, 2020 @ 9:44am 
@Krazy
ok, you need to broadcast the script for it to work, when you run it with addaction, unless you set it up otherwise, will run only on your client and maybe some effects will be propagated on all clients but for sure you will have some features not working.
Anyways, in SP should work, i don't remember how i've set it up but check it out and see if there is an waituntil command in it and if it is see if there is a sleep there and remove it like waituntil {sleep 1; something something} should become waituntil {something something}.
Sleep in waitunil doesn't work anymore since one of the latest BIS updates.
Krazy 17 Aug, 2020 @ 7:33am 
@ALIAScartoons
It's going to be an MP mission for my unit in the end but I've been testing it in SP and it doesn't work there. I can try it in MP and see if the issue persists, but I have a feeling it will. I run the script through an addAction running an sqf, the EMP detonates just fine and breaks all the lamps in the area, it just doesnt remove weapons/radios/gps.
ALIAScartoons  [author] 17 Aug, 2020 @ 6:00am 
@Krazy
It's a SP or MP mission you work on? How do you run the script? You might have issues in MP if you do it from trigger due locality.
Krazy 17 Aug, 2020 @ 3:36am 
Hiya, this script is amazing and is working wonders in a mission I'm creating, however I'm having issues getting it to remove NVGs and Radios despite the classnames being added to the emp_effect.sqf file like you said to do in the video. Even the vanilla ones seem to remain in my inventory. Do you have any idea what could be causing this issue?
ALIAScartoons  [author] 5 Aug, 2020 @ 12:25am 
@Crimson_Nomad
I don't remember if i dealt with radios and GPS, but i think i did. However from what you've said must be an issue with units inside the vehicles, i will check this before the next update.
Thanks for the feedback!
Crimson_Nomad 4 Aug, 2020 @ 12:53pm 
Is there a way for the EMP to affect players in vehicles? When the emp goes off in my scenario, it kills the engine of the helicopter, but doesn't remove the radios, NVG's, or GPS of the players inside. Can this be modified?
Sanchez 17 Jul, 2020 @ 1:27pm 
no problem I understand
keep us informed though
ALIAScartoons  [author] 17 Jul, 2020 @ 11:22am 
@Sanchez
Yeah, tho is not the only thing i want to tweak about this script, is not just a copy-paste thing, and will take time and my hands are full atm.
Sanchez 17 Jul, 2020 @ 8:48am 
can understand if you wouldn't want to
Sanchez 17 Jul, 2020 @ 8:47am 
@ALIAScartoons
could you share it/update this file? it would be exactly what I need and I'm sure other people would appreciate aswell
ALIAScartoons  [author] 17 Jul, 2020 @ 8:26am 
@Sanchez
Yes, i've done that for a private project, tho only for units, dunno if and how ACE affects damage on vehicles, i didn't have time to look into it.
Sanchez 17 Jul, 2020 @ 7:02am 
@ALIAScartoons
do you know if its possible to replace the damage values with ace damage?
tatotot 12 Jun, 2020 @ 4:01am 
ah, i think i figured it out! thanks :)