Arma 3
DiGi ACE Extension (Chemical warfare) !OUTDATED!
180 Comments
Reticuli 10 Jul @ 6:01pm 
Needs carfentanil gas that causes units to go unconscious and eventually die if not woken up. CS gas should cause inability to shoot gun and a panic / flee response.
Phenosi 26 Jul, 2024 @ 11:57am 
Some ideas of this mod have also been integrated into: Chemical Warfare PLUS
Huss1234 15 May, 2024 @ 11:18am 
is there a way to change the way the medical works as it has changed the base ace medical as in when you look at someone they are all blue now when injured. is there a way to change this back ?
powsyjowlsy 9 Apr, 2024 @ 1:14am 
is there only toxic gas level 1 in the contaminated area module? @[CoG] Digii
SchizoGougar 7 Apr, 2024 @ 6:24pm 
Is there an eta for the next update
Michael1073 20 Mar, 2024 @ 1:11pm 
I'm looking forward to the update, considering I don't wanna deal with KAT for fun with chemical warfare.
Digii  [author] 7 Mar, 2024 @ 9:27am 
There will be another change of plan. I'll be doing something I should have done a long time ago. I will update the mod to be one the same version as the one inside of KAT is. This will make it work with the newest ace version aswell as fixing some bugs. I'm not expecting it to fix all the bugs as there are some that are hard to reproduce. The update should be comming soon and I will announce it here as well as on my discord. I'm sorry that you all had to wait so long an I'm hoping you will still enjoy the mod after it was basically unusable for so long.

#LetsMakeThisModGreatAgain
Digii  [author] 5 Mar, 2024 @ 1:52am 
Due to an upcoming ace update that would require me to do a lot of changes again the update here will be postponed
Ryan Turner 26 Feb, 2024 @ 1:15pm 
Thanks for giving an update about it, and I meant the suggestion with the best of intends, I've recently been playing a with unit and while they use this mod for the CS and masks part of it, was found some issues, as i dug more onto it, even recently found that Personal Aid Kit will break your charachter's ability to do any more medical (who got PAK'd). this also includes full heal via zeus.

I and the other we will wait for a fix to come, whenver you get the oppurnity :)
Digii  [author] 26 Feb, 2024 @ 12:39pm 
And I would use the Version we have on KAT but it has a lot of changes to make it work with KAT and therefore I can't just take that and use it.

Tho it would maybe make sense to take it and change it again to be SA since it also includes some bug fixes and so on. (And in general I wrote the code way cleaner when I ported it to KAT)
Digii  [author] 26 Feb, 2024 @ 12:37pm 
I'm still trying to fix it. Sadly it's a lot I need to update and change and I don't have much time for it.
Ryan Turner 20 Feb, 2024 @ 9:03am 
I can confirm that the UI part (from Medical Menu) it's still broken (to be more correct, still using the old version of ACE Medical Menu). Is there anyway you could somehow update it (whenever you could) using the KAT/KAM version you've worked with them? @Digii
Marki 16 Jan, 2024 @ 10:57am 
Any ideas when it might be done?
Digii  [author] 1 Jan, 2024 @ 2:12pm 
I know it's long overdue but I will create a fix for the new ace version so this mod is finally playable. (Due to time reasons I can only fix that for now)
Sierra62 28 Dec, 2023 @ 10:44am 
It's a shame that after so much time the problem with ACE interactions continues, it was a great mod
Trench 14 Nov, 2023 @ 12:26pm 
Just to reiterate what @Marki has said, the last ACE update now causes ACE3 interactions menu and medical menu to stop working if the mod is being utilised. Any hotfix would be amazing as this is a brilliant mod. TIA.
Marki 31 Oct, 2023 @ 9:31am 
I can send you my rpt file if it helps.
Digii  [author] 31 Oct, 2023 @ 9:22am 
@marki thanks for letting me know I will work on a hotfix soon
Marki 31 Oct, 2023 @ 6:44am 
This mod causes ACE3 interactions menu and medical menu to stop working after latest ace update. Should probably be updated
★ GallowDancer 6 Oct, 2023 @ 9:14pm 
Is there an overlay for the gasmask? I'm using GM CDLC and the breathing works, but there is no gasmak overlay in first person
Digii  [author] 31 Jul, 2023 @ 10:00am 
The gas fired from a mortar will stay for around 30 sec on the area the mortar shell hit and then disappear
callumCBG 31 Jul, 2023 @ 7:43am 
does the cs gas and toxic gas from the mortars fade away after time
DragonBlade94 21 Jun, 2023 @ 9:22am 
Is this mod still being updated?
NiklasNP1 27 May, 2023 @ 3:38am 
It seems to work for me, but there's no visible smoke, and very little indication that you're being affected. I hope the creator will update this at some point, but right now I don't think it's worth downloading.
Tun 27 May, 2023 @ 1:06am 
where can I find the sealant tube and antidode.
Zbigniew Paczynski 3 May, 2023 @ 7:03am 
Why CS grenade exploding without any effect? Just *bang* sound and nothing : (
Marki 26 Mar, 2023 @ 9:55am 
The issue is that many server do not like those errors appearing. As in we had it in our group, but because it would throw that error they insisted in removing it from modpack
Defalt 29 Jan, 2023 @ 7:16pm 
is there some way to disable the breathing effect on gas masks?
Digii  [author] 15 Jan, 2023 @ 11:54am 
As i already said multiple times, this error can be ignored since it fixes it self in the next frame
Marki 15 Jan, 2023 @ 2:53am 
I am getting the same error, aint sure how to fix it myself
aki 13 Dec, 2022 @ 6:48am 
once the player dies he logs out and logs back in I get this error:
uisleep 5;
waituntil (goggles _player I*lin DIGI_AVAIL_GASMASK]:
params["_ar..
File
DiGI_ACE_Extension_gas_more\addons\digi_main\functions\fn_breathing.sqf.
lines 9
Error Undefined behavior: waitUntil returned nil. True or false expected,
Talonair 12 Dec, 2022 @ 10:43am 
Question, is it possible to have a contaminated area/object remain I suppose "dormant" until a trigger is activated? Unless I'm missing something obvious, none of my attempts have worked so far
aki 12 Dec, 2022 @ 6:40am 
hello, how should you do to seal the object that generates the toxin? or done everything as explained but nothing happens no command
Ostross 10 Dec, 2022 @ 2:42pm 
Thanks!
Digii  [author] 10 Dec, 2022 @ 2:12pm 
The RHS compatibility is mostly for the rockets and bombs. You can put them on almost all the RHS Aircrafts and helis
Ostross 10 Dec, 2022 @ 10:53am 
What is included in the RHS compatibility? I did not realise RHS added any gas masks.
CmndrFello 12 Nov, 2022 @ 10:10am 
For some reason when spawning an MK6 mortar it automatically loads it with gas rounds? I also don't have an option to unload the rounds and therefore making the mortar unusable for the most part with the mod...

Besides that and a couple of spelling mistakes, the mod is great! I absolutely love it, and I hope you can continue working on it sometime!
Mr.Jazzy 18 Sep, 2022 @ 8:57pm 
How to use this mod? I created an area and nothing happens when player walks in (goggles slot is empty)
mackazu0507 22 Aug, 2022 @ 10:17pm 
I realized that this mod is not compatible with "simplex support service". so if you have time, I would like you to fix this problem.
Diadoko 2 Jul, 2022 @ 2:35am 
@[CoG] Digii, qs @Ace said, having an addon option to control it would be nice. In the meantime if it is easier to you, the mod is this one, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=641305739 . The mortar is called, "8 cm mortar vz. 36"
Digii  [author] 1 Jul, 2022 @ 7:18pm 
that's a even better solution
Ace 1 Jul, 2022 @ 5:23pm 
Oh, you could do like some mods have done wherein you leave an addon option so that players can add (or remove) mortar classnames from the list without you having to make a patch for it.

That would solve both of our problems if it could be implemented.
Digii  [author] 1 Jul, 2022 @ 4:27pm 
Currently not, cause i need to set the mortar class name into the config. If you want you can give me the mod name with the mortars and i add it
Diadoko 1 Jul, 2022 @ 4:16pm 
Is there a way to add gas shells to no vanilla mortars, like those from ww2 mods?
Ace 21 Jun, 2022 @ 11:58am 
I've only got one big problem with this mod. I don't like how everyone gets access to chemical weapons. I can't remove them from places that players will be able to access them without removing the mod entirely.

Mortars start with chem rounds loaded. Remove pre-loaded mortars completely, and they can still get them out of arsenals. Remove them from arsenals, and they can still get them from ammo trucks.

But anyway, I'd like there to be an addon option that removes these other sources of mortars. Specifically I'd like:
- Option to disable pre-loaded chemical shells in mortars.
- Option to disable ammo trucks being able to supply chemical mortars.
Erufu 30 May, 2022 @ 3:20pm 
Hi, would you be able to add a feature to disable the breathing sound while wearing a gasmask?
Qwerty100 30 May, 2022 @ 7:54am 
Hi, I'm quite new to mod-making, and I really like how you set your system up here. Could I adapt it/expand on it? I read the licence and from my understanding adapting is ok, but I have been told it is best practice to ask for permission anyway. Thanks :)
Spazz (Rafał) 25 May, 2022 @ 7:32am 
Geiger counter clicks would be huge ^^
Qwerty100 25 May, 2022 @ 6:08am 
Hi, glad to see this mod is still being updated! Is there any chance you could add radiation as a type of "gas" that just so happens to make the chemical detector make Geiger counter clicks? Perhaps a new "radiation poisoning" injury in ace medical as well. (PS. Deleting any contaminated zone in Zeus seems to delete all gas on map and prevent new modules from functioning.) Thanks for all the hard work! :steamhappy:
Digii  [author] 25 May, 2022 @ 4:50am 
Thx for info. I already know and I'm working on it