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Is there any way to make specific soldiers or vehicles etc immune to the EMP? Would love something like that as a mechanic.
Thanks mate, I really appreciate the support!
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!
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.
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.
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.
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
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.
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.
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!
I apologise, somehow I've uploaded the wrong version. A fix is inbound, I'm just testing things now
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
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.
Appears to be the import chain... as lengthy as it may seem
Thanks!
My mistake, I had ACE enabled on the last build, I'll get a fix out ASAP
Any chance you could turn all the grenades from Special Grenades-DEMO by ALIAScartoons into a mod?
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
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.
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.
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
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.
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.
Effect have been tweaked a little, should be more pretty to look at
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
Updated, and new demo vid added
Thanks for using my mod! If you get any in-game footage of it in use, please share