Arma 3
MrSanchez' Head Gore Mod
175 Comments
Speed_Freak13 16 Apr @ 7:57am 
It appears the mod has broke with the new ACE 3 model. Shame. It works totally fine after the object is dead, but it will not reliable take off head even with the decapitation value set to 100% and the minimum set to 9mm and 0.01 caliber.

It's too bad.
Zandrus 5 Jan @ 3:04pm 
does this work with Bloodlust?
Sevka Slav 10 Nov, 2024 @ 2:54am 
can't find settings
Саша Круть 21 Jul, 2024 @ 4:36am 
не працює!!
Reticuli 30 Aug, 2023 @ 7:23pm 
Is the helmet influence a decimal 1.0 to 0.0, or a whole number like 50 (percent)?
bruh 2 Jan, 2023 @ 2:52pm 
Hawk_UK i'm sure this is a joke mod
Hawk_UK 11 Nov, 2022 @ 5:50pm 
If this was done realistically then it would be good, but it's been done in a silly arcade way were heads are blown clean off at the slightest look from a bullet... that is no where near realistic at all!!
_mickey_ 8 Jun, 2022 @ 9:48am 
this mod required CBA3 settings, unfortunately the mod looks dead
Haru Urara #DiamondOne 7 Apr, 2022 @ 8:35pm 
so the mod doesnt work with ace which is unfortunate
DruiddxX981 7 Mar, 2022 @ 7:04am 
its compatible with goko balistique?
emiicore 2 Jan, 2022 @ 12:54pm 
ronnie mcnutt mod
TheKingDavid6551 2 Dec, 2021 @ 6:20pm 
Mod is broken now :(
Predator14 6 Nov, 2021 @ 6:14am 
no compatible melee weapon ! repair pls
Predator14 2 Nov, 2021 @ 3:29pm 
no compatible GOKO BALISITIQUE IMPACT ???
Reticuli 4 Sep, 2021 @ 1:56pm 
"Casper_Actual Aug 27, 2020 @ 5:59am
so this mod only works in editor? like it won't work on any mission that wasn't created by me?"

Wow. That might explain why it does nothing.
Reticuli 2 Sep, 2021 @ 2:10pm 
I don't see it under thermals.
BLAZING GARBAGE TRUCK 19 Jul, 2021 @ 4:55pm 
breaks other mods sadly
Hereditary 26 Jan, 2021 @ 5:12pm 
"To elaborate.
You should 'whitelist' the following functions in your CfgRemoteExec:
SAN_fnc_HeadParticles
and setFace (default arma function)"
I've tried this in mission specific situations and it isn't working on players. Furthermore testing this offline shows that remote controlled units cannot trigger this on the player character, I was unable to blast my own skull as a player controlled sniper with an M107 despite it triggering on everyone else. Is there some kind of specific identifier or parameter that is making it selectable only to AI controlled units? It's a real shame because I'd love to see some of the guys get their heads nuked during ambushes.
vitalikilin 6 Jan, 2021 @ 3:10am 
Is there anyway that the MOD maker can make this apply to limbs as well?
CCR_1970 29 Nov, 2020 @ 1:06pm 
is this mod ACE Compatible?
Kolljak 31 Oct, 2020 @ 2:27pm 
PiR is incompatable with almost ANY and EVERY injury or medical mod. its do to the maker not wanting it compatable with any or every mod.
Nobody-Impørtant 18 Oct, 2020 @ 4:05am 
I don't know if you can but can you add an effect where the bullet takes a chunk or blow off half the head as a threshold
Forxe-BlackOp 1 Oct, 2020 @ 6:38pm 
Your mod had a problem with a mod called "Project injury Reaction (PiR)"

Your mod makes AI to run three times faster when is draging a wounded

Can you please fix it? :B

Thanks a lot! Excellent work!

The mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1665585720
Fun Unusual's 14 Sep, 2020 @ 8:57am 
Can you make this ACE compatible
Casper_Actual 27 Aug, 2020 @ 2:59am 
so this mod only works in editor? like it won't work on any mission that wasn't created by me?
fartsmella38 29 Jun, 2020 @ 9:46am 
How do I configure this? I know go to modules something but I dont know how to get there, im pretty new to the modding scene and just need help. Would love :)
OutsideSpider 16 Jun, 2020 @ 6:56am 
Hey Fernando,
I know that this is like months late but one way to quickly remove dependencies is to load into the editor with said mod loaded, open up a New Scenario using whatever map the mission is on. should have a blank map now, go up to Scenario and there is a Merge button. it will allow you to select any mission done on that map and load in all of the assets that are placed into the new map exactly where they need to be. Just have to reload addon settings and fix respawn stuff if its there. Hope that helps in the future.
Fernando Gomez 23 Apr, 2020 @ 6:13am 
First of all, thanks for your quick response. I will try to remove "SAN_Headgore" at the beginning of the mission.sqm
Sanchez  [author] 23 Apr, 2020 @ 4:36am 
Hi Fernando,

I think I've experienced such behaviour in the past (back in ArmA 2 actually).
When you remove a module of a certain mod using the editor, it'll not always remove the mod as a dependency in the mission.sqm.
If there are no usages of the mod elsewhere (e.g. a lingering module somewhere on the map), then you can remove the 'san_headgore' line in the addons list of the mission.sqm (use Notepad or so to open it).
If the mission.sqm is binarized (lots of junk in the file), you may have to untick binarization once in the 3den editor -> Save it in the editor, close editor -> Reopen mission.sqm with notepad -> Remove the line -> Save file -> Reopen in editor -> Tick binarization again if binarization is desired.

As for why it doesn't just remove the dependency from the mission properly, I don't know. I am not sure if it's a mod problem really.
Fernando Gomez 23 Apr, 2020 @ 3:32am 
Good morning, Mr. Sanchez. We're currently experiencing a problem with your mod. I had not realized that we could not reupload your mod on another workshop (workshop of my non monetized and non-commercial server). So I wanted to remove your mod from the modpack and from my mission.sqm. Except that I can remove the module from the mapping. It still remains on the mission.sqm. So we're stuck. Could you tell us why your mod is doing this? Still our excuse for the reupload.
JCoffman 11 Apr, 2020 @ 1:12pm 
can only get heads to blow after i kill em then pop em again when they're already dead
Nobody 19 Nov, 2019 @ 1:55pm 
For some reason none of the heads will explode from the first shot, have to shoot the head twice. I have it turned down to the lowest caliber and 100% decapitation. Checked helmets dont matter
sniper_08101 23 May, 2019 @ 9:26pm 
Mod only works in the editor? Does it not work in other missions? Great mod btw!!!
TEKILLA 9 Apr, 2019 @ 11:27am 
maybe you add hands and legs dismemberment?
Inqie 14 Mar, 2019 @ 7:32am 
@crack use BloodLust for that
unless you mean for all of them to blow off at once on a headshot.. that'd be funny.
Stefan 21 Feb, 2019 @ 6:56am 
Hello I wonder where is the settings, I can't seem to find Editor -> Modules -> MrSanchez -> Headgore
Spinetta 17 Feb, 2019 @ 7:03am 
I have to shoot twice using a M107 Barret .50 to make head explode, can someone please tell me how to fix this just to one shot???
ANNE CRANK MY HOG 12 Jan, 2019 @ 4:23pm 
PLEASE make this so not only heads, but also legs and arms blow off too im begging you
Trees are fun 1 Jan, 2019 @ 2:49pm 
How do I get to the editor? is it on steam, in game, or in the launcher? I'm not getting head explosions with an AS50.
Fleischer 22 Dec, 2018 @ 8:07am 
on exile server installed, without function .. or did I do something wrong
J-Money 17 Dec, 2018 @ 2:53am 
Excellent thanks! I am runing this on the server though, and it seems the headgore doesn't initialize. there s the blood fountain effect when hit in face, but the heads don't disappear. any possibilities?? is this what the whitelist remoteexec could be?
Sanchez  [author] 6 Dec, 2018 @ 1:41am 
To elaborate.
You should 'whitelist' the following functions in your CfgRemoteExec:
SAN_fnc_HeadParticles
and setFace (default arma function)
Sanchez  [author] 6 Dec, 2018 @ 1:27am 
@Dima no need to donate.
Your issue is probably a misconfigured CfgRemoteExec
Check the discussion on one of my other mods that addresses this:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/930264602/1291816880503818854/

@WhiteDeviL
Sadly no. You need to use a module to configure custom settings, or accept the default conditions (e.g. only head explode when using cheytac .408 sniper or other .50 cal ammo.

I won't be adding the CBA init support as I don't have the time do so these days.
ZAPERDASH 5 Dec, 2018 @ 9:49am 
Mr sanchez i will donate you 10 euro if you help me to make this work in exile because its working only when i shoot npc when i shoot player head not expload or expload only for victim but not for shooter
J-Money 26 Nov, 2018 @ 10:36pm 
Will this work without editing a mission file? and if not, can you do that "CBA init", which allows it to be a plug-n-play type addon? It looks amazing..... but can't run it without editing mission files D:
kintarowith 9 Oct, 2018 @ 10:49pm 
Editor -> Modules -> MrSanchez -> Headgore
ok,what next?
Sgt. Max 2 Oct, 2018 @ 5:46am 
good mod. thx
Androzh 3 Sep, 2018 @ 4:40am 
does it exist incopatible mods? it does not function, after restart it is no more in the list of mods...
Hereditary 15 Aug, 2018 @ 9:41pm 
any chance we can get the operation flashpoint style heave impacts as well?
Titan Radiation 15 Aug, 2018 @ 10:15am 
@Signore Sanchez Thank you for the quick response, I thought it was something like the Bloodlust editor.