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jimos

Chemical/biological A3

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Does anyonw know/ is anyone creating some kind of chemical rounds for the artillery on arma 3? Id like to see them in the warfare missions, they would be very expensive to deploy and should have some kind of cooldown timer,

Does anyone know a way of editing the smoke rounds to do this?

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Hmmm interesting idea to use smoke rounds. Not sure if there is a way to see if a unit in in smoke.

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Does anyonw know/ is anyone creating some kind of chemical rounds for the artillery on arma 3? Id like to see them in the warfare missions, they would be very expensive to deploy and should have some kind of cooldown timer,

Does anyone know a way of editing the smoke rounds to do this?

Already work, there is this mod on Arma 2.

For Arma 3. I see if my memory is not wrong "SuperTruite" to create artillery with smoke.

After for the chemical effect, i think that it's already work on Arma 3. If it's not the case, search on Arma 2.

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Does anyonw know/ is anyone creating some kind of chemical rounds for the artillery on arma 3? Id like to see them in the warfare missions, they would be very expensive to deploy and should have some kind of cooldown timer,

Does anyone know a way of editing the smoke rounds to do this?

i'm not su sure but you try in Rds static weapons a type of shell of D30

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I plan to add chemical rounds in a future version of my arty mod. It shouldn't really be too hard to script basic effects.

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what you can do is track the player radius from a smoke shell of a certain type (i.e. chem shell) then apply a status i.e. dying UNLESS they have appropriate kit on...

See following

gasmask.sqf

////////////////////////////////////////////////////////////
// teargas.sqf by Armaidiot - edited by serjames [3CB]
// call from units INIT with: _null = [this] execVM "teargas.sqf"
////////////////////////////////////////////////////////////

#define DAMAGE 0.15			//Damage per Interval
_damage = damage player;

While{true} do {
"dynamicBlur" ppEffectEnable true; // enables ppeffect
"dynamicBlur" ppEffectAdjust [0]; // enables normal vision
"dynamicBlur" ppEffectCommit 15; // time it takes to normal
resetCamShake; // resets the shake
20 fadeSound 1;	 //fades the sound back to normal



waituntil{
((nearestObject [getpos player, "SmokeShellArty"]) distance player < 30) 
//and 
//(getpos (nearestObject [getpos player, "SmokeShellArty"]) select 2 < 0.5)
};

//sleep 5;

if (gasmask == 1) then {
player say3d "scuba_breath";
player setFatigue .5;
};

if (gasmask == 0) then {
playsound3D ["A3\Missions_F_EPA\data\sounds\WoundedGuyA_07.wss", player];
"dynamicBlur" ppEffectEnable true; // enables ppeffect
"dynamicBlur" ppEffectAdjust [20]; // intensity of blur
"dynamicBlur" ppEffectCommit 5; // time till vision is fully blurred
enableCamShake true;	 // enables camera shake
addCamShake [10, 45, 10];	// sets shakevalues
player setFatigue 1; // sets the fatigue to 100%
_damage = _damage + DAMAGE;
player setDamage _damage;

5 fadeSound 0.1;	 // fades the sound to 10% in 5 seconds
};

sleep 10;

};

and

teargas.sqf

//////////////////////////////////////////////////////////////////
// teargas.sqf Function file for Armed Assault
// Created by: TODO: serjames
//////////////////////////////////////////////////////////////////

While{true} do {
if (goggles player != "Mask_M40_OD") then {gasmask = 0};
if (goggles player == "Mask_M40_OD") then {gasmask = 1}; 
};

This used the Gas mask from the @hiddenidentityV2 pack

Note this was tested on an MP server and did work, but I'm no coder and it was cobbled together from parts and may (WILL!) be buggy

SJ

Edited by serjames

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