Arma 3
EMP Systems
174 Comments
gregjlanders 23 hours ago 
Ogh my fucking god there's more
Patty 21 Sep, 2024 @ 5:57am 
@Wenza
Is there any way to make specific soldiers or vehicles etc immune to the EMP? Would love something like that as a mechanic.
Wenza  [author] 12 Sep, 2024 @ 12:35am 
@Cursed
Thanks mate, I really appreciate the support!
Cursed 11 Sep, 2024 @ 11:47am 
@Wenza

Hey, It's been awhile, downloaded this mod since the release date and reported some problems and haven't played arma for years, and now I'm in touch with the game again! and it made quite a lot of progress!
Wenza  [author] 9 Sep, 2024 @ 3:51am 
@Kiwi_Twitches
Odd, I have added the CUP classnames from the online wiki to the relevant arrays already, and it seems to work for other NVG afaik. I'll have to look into it and see what's going wrong.
Kiwi_Twitches 9 Sep, 2024 @ 12:56am 
Ohh exciting! Can't wait for a SF team to run into EMP mines and just lost all their nice toys that let them see in the dark XD

None need a fix, and some innately work. The compat is more that the EMP doesn't get rid of NVGs and electronic scopes for the CUP attachments.
Wenza  [author] 8 Sep, 2024 @ 3:02am 
@Kiwi_Twitches
Added the tank rounds, some arty options, and an AP mine too
I'll have to look into CUP compat, what weapons / magwells need adding or a fix? I'll have to download CUP and get classnames etc. which will take time.
I won't be doing anything for any CDLC content.
Kiwi_Twitches 6 Sep, 2024 @ 9:16pm 
Hi @Wenza
Love the work, and loved that you took on my suggestion for the EMP at mine.

Separately, cause I see you have a RHS compat optional, any chance of a CUP compatibility?
Also, another idea in general, EMP tank rounds that don't have any explosives. Specfically for disable and capture?
another cool one would be an optional for Western Sahara and one for Reaction forces as optional for support of the dual mortar, and the RC GL
CHEN 6 Nov, 2023 @ 3:49am 
Hello, can this mod be applied to Acre2
Wenza  [author] 12 Sep, 2023 @ 12:45am 
@Draxis
To clarify - you can still use the factions - I couldn't replicate the Invisible units or CSAT units, but the uniforms for Blufor will spawn as multicam if you don't have ACE.
Wenza  [author] 12 Sep, 2023 @ 12:39am 
@Draxis
I have now realised that ACE is required for the faction to work - it fixes the uniform 'side' issue. If you don't have ACE, the faction won't work sorry.
Draxis 11 Sep, 2023 @ 8:04pm 
For some reason, all units from the OPFOR version are completely invisible to my players or spawn as CSAT Units. Meanwhile, The BLUFOR version spawns with vanilla NATO cammo uniforms instead of the black one. I think my download is corrupt, but just in case i wanted to ask if anyone else is having these issues.
Molasses 20 Aug, 2023 @ 10:13pm 
Do you mind if I send you a friend request so I don't forget the workshop item name?
Molasses 20 Aug, 2023 @ 10:12pm 
Oh man, I'll take my hand and some of my time to try and create one. When the video is done (probably in like a month or so) I'll be sure to link it to you :).
Wenza  [author] 20 Aug, 2023 @ 9:58pm 
@Molasses
No, I haven't come up with a logo for them yet. Feel free to make one up.
If you do make a video, please link it so I can watch!
Molasses 20 Aug, 2023 @ 8:48pm 
Does the Greystone PMC have a logo I can use for a video editing exercise?
Wenza  [author] 20 Aug, 2023 @ 11:51am 
New FX update! This is a complete VFX overhaul, I'll have a demo video out soonish.
Reticuli 17 Aug, 2023 @ 2:41pm 
I just want something to knock out the power of a building.
Jamaal 24 May, 2023 @ 8:48am 
@Wenza thank u
Wenza  [author] 24 May, 2023 @ 8:28am 
Update pushed @Jamaal
Wenza  [author] 24 May, 2023 @ 8:15am 
@Jamaal
I apologise, somehow I've uploaded the wrong version. A fix is inbound, I'm just testing things now
Jamaal 24 May, 2023 @ 6:45am 
Hi there , the mod causes some issues since the update for me :
The game is on debug mode and no mod is working ( initialised but not working , like they are desactived )
It happens when this mod is on
RogueQue 14 Feb, 2023 @ 9:49pm 
will it effect SW mod Droids?
Koko 11 Feb, 2023 @ 11:51am 
Stay safe!!
Wenza  [author] 10 Feb, 2023 @ 10:07pm 
@Kolovok
I'll have a look over Sunday / Monday and see what I can do. NZ has a big hurricane approaching on Sunday night, so I may lose electricity, but I'll try push a fix asap if I can figure something out.
Koko 10 Feb, 2023 @ 9:48am 
"rhsusf_200Rnd_556x45_mixed_soft_pouch","rhsusf_200Rnd_556x45_soft_pouch","rhsusf_100Rnd_556x45_soft_pouch","rhs_mag_30Rnd_556x45_M855A1_Stanag","30Rnd_556x45_Stanag"

Appears to be the import chain... as lengthy as it may seem
Koko 10 Feb, 2023 @ 9:27am 
Hi Wenza, I have your mod loaded as part of Fire Support Plus, and my group runs without using RHS, which seems to throw some errors for all players on my server. The error that shows is related to "rhsusf_200Rnd_556x45_tracer_blue_soft_pouch", but logs list all rhs-related magazines you're adding. Is there any way you can fix that? I'm wondering if the "rhsusf_200Rnd_556x45_mixed_soft_pouch" has inheritance from base A3 that might resolve this.
Thanks!
Spectre 8 Jan, 2023 @ 10:56pm 
Thanks a lot!
Wenza  [author] 7 Jan, 2023 @ 9:42pm 
@Spectre
My mistake, I had ACE enabled on the last build, I'll get a fix out ASAP
Spectre 7 Jan, 2023 @ 8:17pm 
Now it has ace dependency which many people don't use. Can I get the previous version somewhere?
Wenza  [author] 3 Dec, 2022 @ 1:07am 
Big overhaul update coming soon - new visual effects, smoother performance, completely overhauled sound effects, new module effects, plus some new weapon types!
Architect 13 Jul, 2022 @ 6:47pm 
@Wenza

Any chance you could turn all the grenades from Special Grenades-DEMO by ALIAScartoons into a mod?
Blizzard 4 May, 2022 @ 7:47pm 
Your mod does work but gosh I can't make an Mv-22 get affected by the emp (except it's rear gun for some reason)
Wenza  [author] 29 Apr, 2022 @ 5:53am 
@Cursed
Odd, it was working in testing and has worked fine so far on the server I play on. I'll take a second look over the weekend, not sure where the issue is
Cursed 29 Apr, 2022 @ 5:50am 
hi dev @wenza

I just found out that this mod isn't compatible with ace mod. Played it with all stock except ace mod, tried it thru addon option to just setting up and attempt to compatible with your emp mods but it doesn't work... so yeah. :steamthumbsup:
Wenza  [author] 22 Apr, 2022 @ 10:36pm 
@CPT. tele
At this time no - I'd like to but can't figure out how optional settings for Zeus modules are implemented.

@Cursed
I'm not looking at creating a "Nuke" weapon at the moment, however in saying that I do have an idea for different sized satchel charges that could in theory be as large as the Zeus module or bigger...
The problem is, with a larger area of effect, the script will take longer to run with more objects etc to find and affect, hence why the Zeus module is currently the largest EMP.

@Gunter the Penguin
In the editor, double click on the aircraft, then select the "Pylons" dropdown, and edit your aircraft's loadout.
Gunther 17 Apr, 2022 @ 1:19pm 
By any chance can you tell me how to find the emp missiles
Cursed 16 Apr, 2022 @ 8:59am 
Hi dev, been using your mod workshop since first release. And I follow up a feedback down at this discussion.

By the way, a little suggestion from me. Any possible creating EMP nuke? like EMP burst in MW2 with blue sparks and lightning effects. Anyway thanks for the mod, it's been very useful killing tanks by grenades :steamthumbsup::steamthis:
TeleRory 9 Apr, 2022 @ 8:23pm 
Hey question, are you planning on adding a way to increase the EMP distance? (Zeus module)
fkgaogaozheng 11 Mar, 2022 @ 4:33am 
ohhhhhhhhh
Wenza  [author] 10 Mar, 2022 @ 6:45pm 
@fkgaogaozheng
Mortars have been added as an optional .pbo file

Note to all :
All effects have been updated and tweaked, feedback is very much welcome. Removed all the colour inversion effects, also tweaked lighting and explosion effects.
Wenza  [author] 8 Mar, 2022 @ 10:12pm 
@fkgaogaozheng
I may potentially be creating some EMP mortar and artillery rounds in the future. I don't have a timeframe for this but it is an idea that is very much in my head.

As for AA weapons, I can try, but for some reason only larger scale EMP effects seem to work on aircraft. I'll put it down as an idea for testing further, although if you're going to use it for air to air dogfighting or intercepting you may as well be using a normal AA missile at that point, an EMP effect isn't going to do anything extra except maybe knock yourself out along with the enemy.
I may try proximity fuses and see what results I can produce.

The EMP HARM should be able to lock radar, so if the opfor air goes active you can always hit them with that.
fkgaogaozheng 8 Mar, 2022 @ 4:48am 
Will there be EMP anti-aircraft missiles in the future? Will there be EMP cannons in the future?
Bean 7 Mar, 2022 @ 9:20pm 
@Wenza, solid work man. Works like a charm!
Wenza  [author] 6 Mar, 2022 @ 9:23pm 
Updated with new radio detection system, should work on anything in the radio slot :)
Effect have been tweaked a little, should be more pretty to look at
Wenza  [author] 6 Mar, 2022 @ 8:06pm 
New system in the works for removing TFAR handheld / shortrange radios, should work on anything in the radio slot. Backpack radios will not be affected. Update soon™
Wenza  [author] 6 Mar, 2022 @ 6:54pm 
@Canadian Bean
My bad, it worked in testing. I think I have to go through and manually add all the different potential class identities for the TFAR radios which will take forever - there's about 100 numbered classnames per radio type
Bean 6 Mar, 2022 @ 6:11pm 
EMP works well, but the description says it works on TFAR. Yet, when I set it off the TFAR radios aren't removed.
Eagle Eye 11 Dec, 2021 @ 12:39am 
@Wenza, this is pretty cool and totally gonna use for my AI rogue campaign
Wenza  [author] 20 Nov, 2021 @ 12:15am 
@Cav
Updated, and new demo vid added
Thanks for using my mod! If you get any in-game footage of it in use, please share