Arma 3
Defoliating Munitions
40 Comments
Lady Inquisitor 13 Jun @ 2:36am 
Hello!

Would like your permission to pack this mod into an modset for a unit. The mod itself is unlisted and isn't distributed outside the unit. I have a spreadsheet that will contain all the credit needed (links to the mod and everything required/additionally listed) contained in that document, along with a link to it in the readme.txt file. It'll also contain a list of the mods that are packed together in that file itself for ease of access. :)
ElPedroChicoRaulAlfonsoTejada 7 Nov, 2024 @ 1:55pm 
very subtle advertising from [EC] HAWK
Cpt N.Angevin 5 Aug, 2023 @ 9:25am 
yo, the mod looks great, but it's incompatible with any "Blastcore" mods, be it the "Edited (Standalone edition)", "Murr edition" and "Murr edited". I took the liberty of informing you.
Challenger 21 May, 2023 @ 6:27am 
@Wenza I only asked for the ability to repack simply to reduce the total number of mods. I'm happy for it to be it's own PBO with public credits to you and / or link back to this page. I'll start work seeing if I can hook into / override your functions from a "Compatability" sub-mod.

Happy to share code as well.
Wenza  [author] 21 May, 2023 @ 4:30am 
@Challenger
I see no problem with Wildifre compatibility, I would prefer if my mod was used as a dependency rather being repacked but if this is not possible I'm ok with that. I'm happy to add things like the 120mm cannon to this, but if you want to add RHS stuff etc feel free to patch it in
Challenger 21 May, 2023 @ 3:48am 
@Wenza I was looking towards compatability with Seb's Wildfire mod, as well as a random smattering of weapons across my modpack, examples include 120mm tank shells, 81mm mortars not inheriting off basegame classes, RHS TH-13 grenades or tracer ammunition.

I was looking at expanding both concepts into an initial strike zone area where the trees are immediately stripped of foliage, and then fires can spread and grow outwards from that initial zone. After that a chance for it to spawn one of Seb's modules to grow into an uncontrolled wildfire.
Wenza  [author] 18 May, 2023 @ 12:00am 
@Abutre
How close to the tree did you place the satchel? The area of effect for a satchel charge isn't very big fyi
Abutre 17 May, 2023 @ 5:33pm 
@Wenza im trying with satchel maybe iam having some incompatibility with other mods like ace or real engine
Wenza  [author] 17 May, 2023 @ 7:45am 
@Abutre
I've tested and it works fine in Tanoa, what weapon are you using? This mod only affects satchel charges, GBUs, 155mm artillery and 82mm mortars
Wenza  [author] 17 May, 2023 @ 2:52am 
@Challenger
What were you looking at changing / adding? If I can add it in myself then that would prevent multiple versions being on the workshop
Challenger 17 May, 2023 @ 2:10am 
@Wenza is it possible to repack this mod or borrow and improve upon it's code? I'll link back to this workshop page and provide credits within.
Abutre 16 May, 2023 @ 9:56pm 
I tried in tanoa and its not working
Wenza  [author] 17 Nov, 2022 @ 10:16pm 
@xanderarizona
At a guess, they are most likely using a different custom base class for their tree objects, so the script won't recognise them. Sorry about that, I'll look into it but can't promise an immediate fix until I can rip open the .pbo and see what they have done with their setup. Mod devs do things ass backwards sometimes, myself included...
xanderarizona 17 Nov, 2022 @ 3:53pm 
does not work on taviana 2.0 for some reason
Wenza  [author] 10 Oct, 2022 @ 9:27pm 
@Sanaj 1337
It already does this, objects should be on or buried in the ground slightly. Works fine in testing. With Arma, there might be a little bit of jankiness in object placement and hilly terrain but that comes with the territory.
C0ZYNAK 10 Oct, 2022 @ 11:11am 
Tree debris are mostly floats in the air. Would be better add config to disable tree debris or maybe fix that somehow, like adding kinda code that will check is the object on the ground or not, to prevent floating, imo
little andy 9 Oct, 2022 @ 6:07am 
tree debris aswell? niiceeee
TheIdiot 28 Sep, 2022 @ 4:16pm 
Beautiful, thanks a ton, Wenza. Will give this a crack later.
Wenza  [author] 28 Sep, 2022 @ 3:57pm 
@TheIdiot
Updated! Added broken tree debris to the blast area
It's not perfect, but it's the best I can work out. Enjoy!
Wenza  [author] 28 Sep, 2022 @ 3:35pm 
@TheIdiot - Broken trees coming to a bomb near you! Watch this space, update inbound, I figured it out!
TheIdiot 24 Sep, 2022 @ 4:52pm 
Thanks, Wenza. Broken trees sounds fantastic. Knocked-down trees have given me a mixed result in the past - I had a game the other day where I hid a tank in some knocked-down trees and managed to go un-spotted unless I fired a couple of shots off, but in another instance I've been prone hiding under a tree where the enemy is unaware of me, yet suddenly spots me from 300m away, fires once, and lands a bullet directly on my head (although this could be part of a general Arma problem). So it seems to be a very mixed bag. In any case broken trees is more than good enough!
b0ing 24 Sep, 2022 @ 2:12am 
{LINK REMOVED}

Good work - thank you very much! <3
Wenza  [author] 24 Sep, 2022 @ 1:55am 
@b0ing
bikey updated, please let me know if the issue persists
Wenza  [author] 24 Sep, 2022 @ 1:07am 
@TheIdiot
It deletes the foliage, it's a pretty simple script function. Knocked over trees don't have any collision and I'm pretty sure AI can see through them, which is detrimental to players enjoyment. I'll look at adding some broken trees later, I'll just have to figure out how to spawn them in randomly.
I don't have plans to add compatibility with wildfire, but anyone is free to have a go and try themselves.
b0ing 23 Sep, 2022 @ 1:01pm 
Files "D:\SteamLibrary\steamapps\common\Arma 3\!Workshop\@Defoliating Munitions\addons\defoliatingmunitions.pbo" are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.

Tried reloading several times on the client and the server - seems the pbo was signed with a diffrent key? (:
TheIdiot 23 Sep, 2022 @ 11:00am 
This mod looks interesting, though I have a couple of questions:
Does this delete the foliage, or simply knock it down? From the screenshots, it looks like it totally deletes it, which feels rather unrealistic. Would it be possible to add an option for foliage being knocked over instead, or replacing it with a broken tree model (in order to simulate that "shelled forest" look)?
My other question is whether it would be possible to make this compatible with the Wildfire mod, where appropriate munitions are able to start fires from that mod, thus clearing out the forest via fire? I see Challenger asked something along these lines as well.
Thanks!
Wenza  [author] 19 Sep, 2022 @ 10:55am 
Satchel charges have been added to the list, they are on par with a mortar round. You may need a few to clear a full sized LZ in densely forested areas; one may be enough in some less dense areas to open up an LZ for a littlebird.
Wenza  [author] 19 Sep, 2022 @ 10:40am 
@Challenger
I've modified the explosionEffects for bombs, artillery and mortars with an extra effect to execute a simple script that uses a forEach nearestObjects "tree" function.
Feel free to pull it apart and have a look
Challenger 19 Sep, 2022 @ 9:14am 
@Wenza Would it be possible for me to scour through and use your code to try and make this compatible with Seb's Wildfire mod as well? Basically I'd like to see how you did this in order to try and replicate the effects of Artillery / Mortars / Bombs in starting fires, which would remove the trees instead of what I assume is a hide terrain objects module?
Kush-Lungs 15 Sep, 2022 @ 11:00pm 
+2 on c4 vs trees
SGT Lone_Wolf1157 15 Sep, 2022 @ 4:28pm 
So does that include arc light strikes as well?
J.Phillips 8 Sep, 2022 @ 8:33am 
Thanks for the response and the great mod. Should have been in the base game
Wenza  [author] 8 Sep, 2022 @ 7:26am 
@J.Phillips
Yes, run on both
J.Phillips 8 Sep, 2022 @ 7:16am 
Does this mod have to be run Client side and server side?
nanner 21 Aug, 2022 @ 7:35pm 
WTF. Why is this not a top mod?
Wenza  [author] 15 Jun, 2022 @ 12:06am 
@Sam
Rockets are not affected by this mod, any modded bombs or artillery that inherits from the vanilla base classes will have the defoliating effect
Sam 14 Jun, 2022 @ 1:04pm 
Is this affect modded rockets and bombs?
littlepowz 9 Jun, 2022 @ 2:13pm 
+1 on the ability to use explosives on trees as well
Red Dog 5 Jun, 2022 @ 2:10pm 
Could you also give explosives the ability to clear trees? This would allow troops on the ground the ability to clear an LZ.