jimos 10 Posted July 28, 2014 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? Share this post Link to post Share on other sites
kremator 1065 Posted July 28, 2014 Hmmm interesting idea to use smoke rounds. Not sure if there is a way to see if a unit in in smoke. Share this post Link to post Share on other sites
GranolaBar 10 Posted July 28, 2014 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. Share this post Link to post Share on other sites
zukov 490 Posted July 28, 2014 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 Share this post Link to post Share on other sites
Drongo69 117 Posted July 28, 2014 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. Share this post Link to post Share on other sites
serjames 357 Posted July 28, 2014 (edited) 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 July 28, 2014 by serjames Share this post Link to post Share on other sites