Arma 3
Chemical Warfare PLUS
667 Comments
Phenosi  [author] 11 Jul @ 3:28am 
It literally does that.
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  [author] 1 Jul @ 10:40am 
@Tim Stonks It does mess a bit with their AI skill level, but it won't like impair em where they can't should or something. If you wait very long they might go unconscious and after that die but that is gonna take a longgg time. CS gas is mostly nice to use against players as a non-lethal yet interesting game-mechanic.
Tim Stonks 1 Jul @ 10:25am 
Does CS Gas have any effect on AI? I can't seem to get it to do anything to them no matter how much I use.
Phenosi  [author] 30 Jun @ 12:39pm 
Not yet.
Floran Fool 30 Jun @ 7:39am 
@Glendening I also noticed this issue, is there any update on a fix for this?
Phenosi  [author] 30 Jun @ 3:13am 
@XIAOXIAONI yes, addon options
XIAOXIAONI 30 Jun @ 3:05am 
Is there a way to add more Compatible gasmask types from other mods? Like JCA had just released a new gas mask mod.
Marder 23 Jun @ 10:47pm 
@CorporateEddy17 Did you find a fix?
I recently got the same issue.
CorporateEddy17 23 Jun @ 4:18pm 
Yea, I didn't think so, I tried to see if you can change the ammo artillery fires but no dice, zues works just as well. Im about to try simplex support services to see if maybe somethings possible.. Anyways Thank you!
Phenosi  [author] 23 Jun @ 8:56am 
Ohh. Yeah I don't know about that; I know how to setup the base-game one but I'm unsure how I'd make it fire Chemical rounds..?
CorporateEddy17 23 Jun @ 6:03am 
I mean can you call in chemical artillery via the supports menu?
Phenosi  [author] 23 Jun @ 5:17am 
@CorporateEddy17 I'm not sure what you mean? you can sync an 3den module to a trigger?
CorporateEddy17 22 Jun @ 5:34pm 
Is there currently a way you can surmise that Chemical artillery can be listed as a support to be used and called in when needed?
Phenosi  [author] 17 Jun @ 2:18am 
@D.J. it doesnt.
D.J. 17 Jun @ 2:03am 
Somebody correct me if I'm wrong but in order for the gas grenades to work, ace has to be enabled. just fyi since it wasn't listed as a dependency.
Phenosi  [author] 16 Jun @ 1:54pm 
I added my own inventory handler, just like that drone mod probably.. not sure how I can compat this but i will have a look,
Glendening 16 Jun @ 11:15am 
Looks like the latest version of this mod is breaking the Multiple Drones in Inventory mod somehow. Double clicking on a drone in inventory doesn't bring up the option to deploy it.

Removed all mods except this and the drones mod to confirm the issue. Any suggestions on how/why this is happening?

Drones mod is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2351150519
Phenosi  [author] 15 Jun @ 11:38am 
Verifying your files should be the fix here, All I can say is your the only one that reported this specific issue and I did test your report and I had no such issues, so i tracked back the file path and it is a base-game thing.
batmanferser34 15 Jun @ 11:07am 
I assumed it was this becuase I veriefied the integrity of the files, it didn't fix it and disabling improved melee and this fixed it but IDK
Phenosi  [author] 15 Jun @ 2:47am 
This mod doesn't 'conflict with improved melee system.' It's specifically coded not to interact with it with specific systems made to allow compatibility with for example Combine, who most likely in lore have built in CW protection built into the mask or suit. There is no conflict.

Secondly, No this is not related to this mod in any way, you are talking about a base-game water bottle texure or UI icon which is missing, do as the error tells you: "(Game files most likely corrupted, verify integrity of game files in Steam.)"
batmanferser34 14 Jun @ 7:35pm 
If your using Zues and go to edit a units loadout and click uniforms the game crashes with this message: Warning:preNLOD format in object edaly_items_assets_1/ui/edaly_item_water_bottle_empty_01_f.p.aa. (Game files most likely corrupted, verify integrity of game files in Steam.)

I'm like 90% sure this mod is causing it or conflicting with improved melee system.
Phenosi  [author] 14 Jun @ 1:04pm 
That said, to properly diagnose this:
Could you guys hop in the Discord and post a bug report? Please include:
- Whether it's SP, MP (hosted), or Dedicated
- Which gas types you tested
- Player/AI protection tier used
- Whether the module was placed in 3DEN or spawned dynamically (ZEUS)
- Any RPT or script error lines if you see them

Would really help narrow this down. Appreciate the feedback! :praisesun:
Phenosi  [author] 14 Jun @ 1:04pm 
Hey everyone, thanks for the reports. :steamhappy:

I've tested the latest version myself (SP, local-hosted MP, and dedicated server) and everything seems to be working as expected. One thing that has changed recently is the exposure check delay, which went from 3 to 5 seconds (I might change this back because it feels to delayed, but I digress.) So, it might look like it’s not working if you're not staying in the gas long enough. Try standing in it for a solid few seconds (e.g., with Tier 2 protection) and see if the screen effects or damage kick in – some effects like blur or disorientation should persist after exiting the cloud, depending on exposure and protection level.
Phenosi  [author] 14 Jun @ 12:08pm 
I am looking into the issue with the recent update, I didn't change anything related to the Chemical Handlers so i have no idea atm :shrug:
Phenosi  [author] 14 Jun @ 12:07pm 
@Soyuz. Some custom units are excluded, some of webs units can be toggled on and off in CBA settings but some due to scripting conflicts simple wont work.
Soyuz. 14 Jun @ 12:58am 
Apparently Improved Melee System doesn't work with Chemical Warfare, as the AI for melee does not work at all. This includes almost everything for Webknights for some unknown reason.
Viceroy 13 Jun @ 7:41am 
Hey Phenosi. I have found that the individual gas I place can still be seen, but not the gas zone module ones.
D.Star 12 Jun @ 8:15pm 
Confirm recent update I also got fn_blurscreen.sqf that make most of Gas has no effect on players and AI. Only thing still work technically is Tier 4 Blister Gas.
E. Wolfe 12 Jun @ 2:58pm 
I'm having the same problem as @Yantic
Yantic 12 Jun @ 1:53pm 
It seems like the recent update has a script error in the fn_blurscreen.sqf, and in testing neither the CS or asphyxiant gas has an effect on players or AI. I did not test the other gas types.
Phenosi  [author] 11 Jun @ 6:10am 
Hey @Viceroy you can try putting up the thickness, upping your video-options particle limit or checking if things like Remoteexec arent blocked on your dedicated server
Viceroy 11 Jun @ 5:17am 
'sup bro. I have a bug to report: When I place a Gas Zone module with the editor, it functions correctly although you cannot see the mist of the gas.
tatotot 10 Jun @ 8:54pm 
Gotcha, will keep that in mind. Even if there's nothing that can be done about it, no biggie, appreciate your time anyway.
Phenosi  [author] 10 Jun @ 1:18pm 
Hm, if you sync it to a trigger you can do server only so it runs only once. Try ensuring its updated on both client/server via a clean install. Yes, in my experience i have had more TS/game voice crashes using ACRE then I've had using TFAR over the last 10 years or so (I have extensively used BOTH!). But one person's experience doesn't prove anything :shrug:

It could still very much be an issue with my mod though and I will try to have a look at this chemical leak module.
tatotot 10 Jun @ 1:04pm 
Modules were places via zeus in MP server with the same modpacks, perhaps my mod failed to update correctly for the sensor issue... the mod was in both loaded for client/server, didn't know there was some trigger i had to fiddle with,,, or maybe i did but just don't remember. I usually look over modules for mods and make sure settings are set correctly.

as for the ACRE problem, it is specific to ACRE and i'm not exactly sure what triggers it, there's not even a prompt about it on the serverlogs. It's VERY strange, also are you saying that TFAR is more stable than ACRE ?
Phenosi  [author] 10 Jun @ 4:55am 
@tatotot another question real quick, you did put it on 'server only' for a trigger right? or how did you use the module?
Phenosi  [author] 10 Jun @ 4:55am 
I don't there are any.. as of right now.
DueProcess 9 Jun @ 7:12pm 
Can someone link me scenarios with this?
Phenosi  [author] 9 Jun @ 5:10pm 
Hey @tatotot Sorry to hear you've have a bad experience with the mod, the sensor issue was fixed roughly ~5/6 patches ago along with a big update for fixes and some new content; please ensure you are on the latest version.

Several groups I know of have used this mod, including multiple chemical leaks across the map over the last 2 weeks without issue; the only difference here is that they use TFAR? So maybe this is an ACRE issue all together. In my own experience I also had ACRE2 crash out and stop working in past trying to use TIOW or other more heavy mod-presets together with it. Also suggesting it might just be less stable for any demanding mod compared to TFAR?

You can make a bug report on my discord with details regarding your issue if you want it investigated.
tatotot 9 Jun @ 4:28pm 
For the time being, until these issues are addressed or a solution comes by, i will not be using this mod any longer, though it adds exceptional assets into one pack, it pains me that this mod is the culprit for issues.
tatotot 9 Jun @ 4:27pm 
Hello, another great issue is coming across my group, since adding this mod, i've experienced problems with IR guided launchers locking onto targets. Not sure why this is being affected but with proper testing, I can conclude that this is the mod responsible for sensor issues.

Additionally, i've come across a bug when placing a chemical leak on an object, on multiplayer, if using ACRE, the mod causes a pipe error rendering ACRE unusable until a server restart.
+
For some players, they are unable to drag drones from back to the ground, not sure if it's related but seems to have fixed when removing the mod from server and client.

Hope this helps a bit!
E. Wolfe 8 Jun @ 3:22am 
Big thanks for that!
Phenosi  [author] 7 Jun @ 2:25pm 
@Dutch @Jinx @E.Wolfe The issue has been fixed.
Phenosi  [author] 7 Jun @ 2:21pm 
@Kiwi_Twitches YES, I'd actually really appreciate it as I also use that money to buy groceries :))
🟠Patreon : https://www.patreon.com/PhenosiWorkshop (There are rewards for Patreon, mostly through discord)
☕Ko-Fi : https://ko-fi.com/phenosi

Whether you end up supporting me or not, thanks in advance for checking it out! :))
Phenosi  [author] 7 Jun @ 1:30pm 
ah isee. I know why haha. I'll fix it later
Dutch 7 Jun @ 11:32am 
Same problem here as below.
Jinx 6 Jun @ 9:32pm 
I can back up E.Wolfe's claims. Our group is having the same issue now too.
E. Wolfe 6 Jun @ 3:59pm 
I've noticed very recently that every grenade in the game, frag, smokes, chemlights, etc. produce the sparks and noise of this mod's chemical grenades after about 2 seconds. It only happens with ACE enabled and I tested it with only the bare minimum mods (CBA, Zeus Enhanced, Chemical Warfare Plus, and ACE). Is there a CBA setting that could be causing this or is it just a bug?
Kiwi_Twitches 6 Jun @ 3:42pm 
Is there anywhere we can support you with a donation for all your hard and incredible work on these mods?