Arma 3
Chemical Warfare Redux
124 Comments
Reticuli 10 Jul @ 6:02pm 
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.
poomooz 30 Aug, 2024 @ 12:12pm 
How effective is the gas artillery? I'm interested in setting up a scenario where I quickly and effectively blanket an entire city in tear gas, then send in a massive ambush of special forces with gas masks and equipped with KAT medical anti-chemical meds. I think that would be epic. But, it wouldn't work if the artillery doesn't blanket efficiently.
SnowySakura 13 Mar, 2024 @ 2:42pm 
Was there ever a definitive fix for the issue of respawning and dying due to exposure not getting removed
Popo Bigles 8 Feb, 2024 @ 2:43pm 
I was afraid of using this mod because of the complaints of the 120mm HE error, but I've been playing around with it for a while and I have not once experienced this issue. If yall want to figure out what the error is, I suggest yall collaborate in the discussions tab and compare mod lists to see what you all have in common as the possible suspect.
Fishy 8 Jan, 2024 @ 8:56pm 
broken?
/ᐠ-˕-マ「来自重庆的」 7 Jan, 2024 @ 3:11pm 
same problem @Cascadian Patriot
i was completely flabbergasted when mid-operation our entire foxhole just DETONATED because some enemies noticed us
Cascadian Patriot 31 Dec, 2023 @ 8:24am 
so, weird bug, but apparently the mod is causing rifles to shoot 120mm HE rounds occasionally. even with just vanilla assets,
Press 31 Oct, 2023 @ 12:54pm 
good mod but wish it got updated more often :(
Disco 28 Oct, 2023 @ 2:02am 
is there a way to cover an area with Sarin gas larger than 200m? the module you have provided is only 200m radius

I tried overlapping the module and within the overlaps you dont get damaged by the gas
Anon3451 12 Oct, 2023 @ 10:10am 
The gas doesn't damage people in vehicles like exposed turret gunners. Detecting which vehicle has sealed turret or not would probably impossible, how about adding a switch in the settings that also damages the vehicles crew?
Typhoon_ 11 Oct, 2023 @ 9:43pm 
The tear gas grenades are supposed to be non-lethal yet they explode with shrapnel rather then release crowd control gas.
MK05 8 Aug, 2023 @ 6:05pm 
trying to host A3DS but get this in console (didnt happen before 09-08-2023):
1:58:58 File CBRN_units\units\unitsAAF.hpp, line 8: '/CfgVehicles/I_CBRN_Soldier_AR.displayName': Missing ';' at the end of line

1:58:58 File CBRN_units\units\unitsAAF.hpp, line 18: '/CfgVehicles/I_CBRN_Soldier_TL.displayName': Missing ';' at the end of line

1:58:58 File CBRN_units\units\unitsAAF.hpp, line 28: '/CfgVehicles/I_CBRN_Soldier_LAT_F.displayName': Missing ';' at the end of line
etc...
JuanGdo 7 Aug, 2023 @ 5:04am 
Is there a way to change gas color? I'd like to make one green
nchamblin2021 3 Jul, 2023 @ 1:37pm 
having an issue where it's causing my weapons to fire explosive rounds. I don't know what it's conflicting with but when I remove the mod my weapons go back to normal. I think it may be conflicting with 3CB factions mod.
DesignerWarfare 19 Jun, 2023 @ 9:09pm 
Dope mod, by chance do you ever plan to update it with more chems and would you ever consider adding a addon addition to where we can switch certain chemicals on/off?
Dankan37  [author] 7 May, 2023 @ 1:13pm 
ikr
Essem 7 May, 2023 @ 1:01pm 
shit mod
Мактрахер 25 Apr, 2023 @ 11:55pm 
Ахуено
Mr. Remember 18 Apr, 2023 @ 4:08pm 
Anyone have experience changing the Gas Type parameters? I am trying to change gasSarin Minimum Protection from 2 to 1, which as far as I can tell should make players need only a Gas Mask and not the whole suit. I am putting this code in my init.sqf: gasSarin = [150, 1800, 2, 60, true,0, 1]; Any suggestions on getting this to work?
Sc_media26 2 Apr, 2023 @ 4:47pm 
And the CBRN equipment worked one time, but now it does not.
Sc_media26 1 Apr, 2023 @ 10:33pm 
This isn't visible in the Zeus systems. Is there a fix?
Lord of Death 3 Mar, 2023 @ 1:50am 
I believe so, it would also be a realistic effect as irl the gas can be resurfaced with daylight the morning after a shelling
Garuda XIII 13 Feb, 2023 @ 9:16pm 
ADD CBRN Equipment module is missing while in Zeus mode, but it's present in editor mode @Dankan37
d.omeron 6 Feb, 2023 @ 5:20am 
Hi! How long the gas stays before it fades away?
JesterCZ 3 Feb, 2023 @ 6:49pm 
As well as the ability to add a gas mask by default through the settings like the original? Other than that i got no complaints.
JesterCZ 3 Feb, 2023 @ 6:14pm 
Would it be possible to add the option to change the colours of the various gas's just like the original Chemical Warfare mod?
Gehard Burgstaller 20 Jan, 2023 @ 12:00pm 
strange bug. but normal projectiles and the like cause explosions upon impact. 9mm handgun is pretty OP when it fires 60mm moarter rounds.
Gehard Burgstaller 20 Jan, 2023 @ 4:34am 
can you better integrate this with Support Request i.e Make a 82mm morter or 155mm artillery "virtual fire support" shell that can be used by a support requester. and is there any chance you make various gas grenades potentially? and or 40mm UGL grenades or bombs for aircraft as alternate dispersal methods. i'm just looking for a "dynamic" way to utilize this in game versus the very very structurally strict. system in place of putting the module down for and either triggering or just letting it go off. 155 or 82 or 203 arty. wherever you put the system down at. it'd be nice if i could call it in as a virtual fire support that has adjustable ammunition count and fire that at wherever i choose.
ValkyrieLynx 18 Jan, 2023 @ 1:19am 
any plans to further improve this mod or make a version thats more indepth with ace/ cba? could be really cool to see people twitching / randomly going prone or ragdolling from Sarin or trying to rub their eyes with tear gas. I imagine itd be pretty easy to also make stamina and audio effects too
Jay 16 Jan, 2023 @ 7:47am 
is there a way to change for higher threat lvl ?
Chudmaxximus 3 Jan, 2023 @ 2:44pm 
Been having this weird bug, whenever i fire a STANDARD bullet there is an explosion were it impacts.
Lord of Death 23 Dec, 2022 @ 8:56pm 
Seems like a stupid question but I can't figure it out, is there a way to add these to other artillery, because atm it only let's me use it with the base factions (opfor and blufor)
Marki 18 Dec, 2022 @ 1:51pm 
Also, I was having some issues. We added your mod to the server and for some reason, whenever we activate any of its features, we get shit load out error reports. Mod seems to be working, but it keeps throwing a bunch of those black and white error texts
Marki 18 Dec, 2022 @ 1:50pm 
Thanks
Dankan37  [author] 18 Dec, 2022 @ 9:17am 
I'm busy but I think I'll be able to do that next weekend.
For the protective gear just write:
CBRN_uniformArray = ["myUniform"];
in the init.sqf file, replace myUniform with the classname of the uniform you need and it should automatically consider it to be protective
Valerius Toran 17 Dec, 2022 @ 10:53am 
and can you add some gas mask breathing sounds? that would be awesome and add some in new gas masks too!
Valerius Toran 17 Dec, 2022 @ 10:40am 
can you upload or make a discord server to show us how to use this because this is confusing with the script saying something about contamination area
Marki 14 Dec, 2022 @ 7:48am 
Hey I am a bit confused, how to you add custom protective gear?
Rookie 14 Dec, 2022 @ 6:48am 
Would love for there to be some static objects that leaks chemicals and create some sort of contaminated area which players in CBRN clothing can seal
Ostross 10 Dec, 2022 @ 10:27am 
Is it possible to place a gas mask on an unconscious unit?
Dankan37  [author] 9 Dec, 2022 @ 9:19am 
Well it's a bit messy and tbh unpolished, the remove exposure module is for zeus, you have to use: player setExposure... in regards to the respawn bug, that's odd and I'll look into it.
Mumus 9 Dec, 2022 @ 4:30am 
Regardless of these flaws, I still think this mod is the best Chemical Warfare mod! :)
Mumus 9 Dec, 2022 @ 4:25am 
The Remove Exposure module (placed in Eden near the respawn point), with a synced trigger didn't work.
Mumus 9 Dec, 2022 @ 4:16am 
My solution with placed Game Logic in Eden working perfectly. The main problem is, when a player is die from gas, the exposure stay on player after respawn.

My workaround is working, but when the player respawning, the chemical detector it does not display the values anymore, even if the gas is still present.

Maybe the problem exist only my server, IDK...
Dankan37  [author] 9 Dec, 2022 @ 2:45am 
Maybe I'm remembering this wrong, but it should work with dynamically created logics, maybe something changed and you have to create a game logic instead.
Also try linking the truck so:
[position truck, gasSarin, truck] spawn CBRN_fnc_makeGasArea;
Since it only requires the item to be an object
Mumus 9 Dec, 2022 @ 1:18am 
Nevermind, it's working with placed Game Logic in Eden editor...
Mumus 9 Dec, 2022 @ 12:46am 
Can you explain me step by step, how to add game logic and where to add? In the Init.SQF, or in other file? I've try put this code to Init.SQF:
_pos = position gasural;
_logicCenter = createCenter sideLogic;
_logicGroup = createGroup _logicCenter;
_logicObject = _logicGroup createUnit ["Logic", _pos, [], 0, "NONE"];
and i wrote into the gasarea.sqf:
[position gasural, gasSarin, _logicObject] spawn CBRN_fnc_makeGasArea;
But gas area is not spawned.
Mumus 8 Dec, 2022 @ 7:14am 
Sorry Dankan37, not working on dedicated server. :(
Mumus 7 Dec, 2022 @ 10:24pm 
Thank you, Dankan37! :)
Dankan37  [author] 7 Dec, 2022 @ 2:20pm 
create a logic object and attach it to the gas:
see this thread:
https://forums.bohemia.net/forums/topic/166594-how-to-create-a-game-logic-in-a-script/

once you have the logic object, ie: _logic
[position SarinGasArea, gasSarin, _logic] spawn CBRN_fnc_makeGasArea;
will create the gas on the area, to disable it use:
deleteVehicle _logic