Arma 3
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Wenzas EMP Systems
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Data Type: Mod
File Size
Posted
Updated
0.776 MB
Sep 10, 2020 @ 9:10am
Mar 22 @ 2:35am
43 Change Notes ( view )

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Wenzas EMP Systems

Description
Requires CBA.
Current EMP Systems :

* Hand thrown grenades
* 40mm GL and 3GL variants
- Impact detonated. Warheads have a 10-15m effect radius.

* 12.7x99mm Rounds
- 3 Round Magazines, 5-10m effect radius. Should be compatible with the GM6 Lynx and RHS M107 rifles / anything that uses an M107 magazine well. Armour-piercing, High-velocity. Lethal to infantry, disabling to vehicles.

* EMP-GBU12
- Laser Guided EMP bomb. Warhead has a 150m effect radius.

* EMP-AGM81
- Laser Guided, Precision Air to Ground Missile. Warhead has a 25m effect radius. Very little HE damage done with this weapon, mostly EMP effect only.

* EMP-HARM
- Radar Guided, High - speed Anti - Radiation Missile. Can lock on to radar signatures. Has a heavy HE payload alongside the EMP detonation. Warhead has a 250m - 300m effect radius.

* EMP AT Mine
- Proximity mine with an EMP charge effective up to 25m. Can be triggered by both vehicles and infantry. Has about 10m lethal blast damage radius to infantry. Does a minor amount of damage to vehicles.

* Zeus module : Place and go large "EMP Burst" module available in the editor and as Zeus under the "Effects" tab. Editor module can be synched to triggers for activation, otherwise will auto-detonate on mission start. 500m effect radius.


- Disables night vision, thermal vision, engines and turret movement on vehicles / drones.
- "Breaks" (removes) NVG, GPS, radio, laser designator, rangefinder, and IR laser weapon attachments from infantry.
- Works with TFAR, CUP, RHS, ACE, SMA, and RH accessories.
- EMP effect does damage to infantry units close to the detonation (12.7mm rounds are 1 hit kills), works with ACE3 medical as far as I've tested.

Signed and Keyed for MP use, please let me know if there are any issues.



Huge amount of credit to ALIAScartoons for the initial effects script :
https://www.youtube.com/watch?v=ugPQk_FHm1I
Go check out his workshop here :
https://steamcommunity.com/id/aliascartoons/myworkshopfiles/?appid=107410

dreadedentity + others on the BI forums : https://forums.bohemia.net/forums/topic/173599-emp-grenade/

and V.Berlioz for expanding this immensely, check out UAS here which includes EMP weaponry :
https://steamcommunity.com/workshop/filedetails/?id=1809369854
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95 Comments
ABC Apr 10 @ 8:45am 
Hi, can you make an second emp Modul without beeping at the End ? if yes thx, if no, thx for reading and answer ! ^^
Wenza  [author] Mar 22 @ 2:36am 
@Kiwi_Twitches - ACE functionality integrated, let me know how it goes
Kiwi_Twitches Mar 22 @ 1:23am 
Regarding the AT EMP mine (cause I just got to playing with it now) Is it possible to make it work with ACE? Not sure if that's on your end or theirs
Wenza  [author] Mar 21 @ 5:23pm 
I've tried to implement TFAR radios into the script with the latest TFAR beta version (which is what my unit uses), if that doesn't work I'd need to list about 80+ numbered classnames of each radio type, as each player gets a specific radio number assigned to their radio when they pick it up in the older version... hard to explain but it'd be arduous and would probably slow the script down as it checks for each radio classname in a list of 600+ potential radio numbers... not ideal.
Wenza  [author] Mar 21 @ 5:23pm 
@RedTango - I've tried another fix to the infantry gear effects, let me know if that worked. The same script for the infantry effect is used across all weapons with the radius adjusted per weapontype, so it should work in all variants. It seems fine in testing in the editor and on my own hosted LAN server, I'm not sure about dedicated servers.

I haven't done anything with the backpack radios, as I don't want to wipe out the players inventory by deleting the whole radio backpack, and I'm not sure how to disable it's TFAR functionality past that. For now, let's just say that LR radios are "protected" from EMP attacks with some kind of lightweight faraday cage, I don't know, make up your own lore :P

RedTango Mar 21 @ 12:58pm 
@Wenza I'll be sure to post some clips when I can from the unit I'm in. Only downside from what I've seen is that the EMP Module, Grenade, and 40mm only disable vehicles and Base-Arma NVG's. It doesn't disable some NVG optics on guns, rangefinders or their functions, or any radios up to and including TFAR and backpack radios. Otherwise, I've done some pretty cool stuff with it so far with just vehicles and aircraft.
Hopefully a patch comes through with the radios and maybe OPTRE support in the future :D
Wenza  [author] Mar 21 @ 3:07am 
If anyone has videos of this mod in use, especially in multiplayer, please post links here, I'd love to see it :)
Wenza  [author] Mar 21 @ 3:02am 
@Kiwi_Twitches - EMP AT Mine implemented, was easier than I expected. Any bugs let me know.
Wenza  [author] Mar 21 @ 1:23am 
@Jester - Done a quick fix to the module, please let me know if that works
Wenza  [author] Mar 20 @ 11:01pm 
@Jester - I'll see where I went wrong and fix that asap

@RedTango - OPTRE maybe in the future, but it will take some time. I've done what I can with TFAR, my only other way of doing it will be a grind and a half to test

@Kiwi_Twitches - Possible, I'll look into it over the next few days, may take me a week or two to implement