Arma 3
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EMP Systems
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Data Type: Mod
Tiedostokoko
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Päivitetty
8.333 MB
10.9.2020 klo 9.10
8.9.2024 klo 2.35
99 muutosilmoitusta ( näytä )

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EMP Systems

Kuvaus
Requires CBA.
Current EMP Systems :

Small Arms :
* Hand grenades, 40mm GL, and 40mm 3GL rounds
- Hand grenades come in both timer and impact fuse variants. 40mm GL rounds can be fired by M203 / M320 and GP25 launcher systems.
* 12.7x99mm Rounds
- 5 Round blue tracer magazines, compatible with the GM6 Lynx and RHS M107 rifles / anything that uses an M107 magazine well.
* .50BM Rounds
- 10 Round blue tracer magazine, for Type 115 Secondary fire mode.
* .408 Rounds
- 7 Round blue tracer magazine, for M200 Intervention rifle.

Mines + explosives :
* AP Mine
* AT Mine
* Satchel charge


Shoulder fired rocket launcher rounds :
* EMP-88 MAAWS Launcher
* EMP PG-7E / RPG32 Rockets


Pylons :
* EMP-DASGR
- Pylon pod with 12x/19x/20x laser designated, fire-and-forget guided rockets.
* EMP-DAGR
- Pylon pod with 12x/19x/20x laser guided rockets.
* EMP-DAR
- Pylon pod with 12x/19x/20x unguided rockets.
* EMP-AGM81K
- Laser guided, precision air to ground missile. 1x, 3x, and 4x missile pylons available.
* EMP-AGM81L
- Radar / Laser guided, precision air to ground missile. 1x, 3x, and 4x missile pylons available.
* EMP-HARM
- Supersonic, high - speed anti - radiation missile. Can lock on to lasers as well as radar signatures.
* EMP-GBU12
- Laser guided bomb. 1x and 2x pylon racks available.
* EMP-CBU25
- Laser guided cluster bomb. Carries 25x EMP submunitions based on the 40mm EMP grenades. 1x and 2x pylon racks available.

* EMP-AGM115K Excimar Cruise Missile
- Laser guided cruise missile.
* EMP-AGM115L Excimar Cruise Missile
- Radar guided cruise missile.
* EMP-AGM115SG Excimar Cruise Missile
- Laser/radar guided cruise missile. Fire and forget guidance, with laser target designation.

Artillery :
* 82mm Mortar rounds
* 155mm Howitzer rounds
* 230mm MLRS
- 230mm Multi launch rocket artillery system ammunition with 6x EMP 230mm rocket, and 6x Cluster EMP 230mm rocket magazines available. Blufor and Redfor have platforms based on the M5 Sandstorm named the "Dunern", Indfor has an MRL KamAZ truck.

* Zeus modules :
- Place and go large "EMP Burst" module available in the editor and as Zeus under the "Effects" tab. ~300m effect radius.
- Fire support modules for 82mm, 155mm, 230mm, 230mm Cluster, + barrage modules.

Notes :
* Additional blue tracer magazine options added for many small arms.

* Comes with a Greystone PMC for BLUFOR and OPFOR - a "Shady Tech Corporation" style faction equipped with a mix of 6.5mm Katibas, Stoner LMGs and P90s, and an array of EMP weaponry. A high tech, well equipped faction designed to showcase the gear.
- BLUFOR faction uses new blue tracer rounds, OPFOR faction uses yellow tracers.
(Greystone PMC requires ACE3 to work properly)

OPTIONAL :
* RHS Blue Tracer rounds
Find it in the "\optional\RHS Compatibility" folder inside the mod, move the .pbo and the .bisign file to "\addons" if you wish to use them.

EMP GAMEPLAY EFFECTS :
- Disables night vision, thermal vision, engines and turret movement on vehicles / drones. Vehicle engine / turret damage can be repaired, but the vehicle will permanently lose NV/Ti vision modes on turrets.
- "Breaks" (removes) NVG, GPS, radio, laser designator, rangefinder, and IR laser weapon attachments from infantry.
- Works with CUP, RHS, ACE, TFAR, SMA, RH accessories, OPTRE and more.
- EMP effect does a small amount of damage to infantry units close to the detonation point, most weapons are lethal in a direct hit; damage works with ACE3 medical as far as I've tested.
- EMP rifle calibre (12.7x99mm / .50BW) and 40mm rounds do not affect aircraft while they are in flight. Aircraft caught in the effect radius of larger weapons will still be affected.

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 which inspired this :
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/


Take a look at my workshop page for many more Arma 3 mods!
https://steamcommunity.com/id/awenza/myworkshopfiles/?appid=107410
173 kommenttia
Patty 21.9.2024 klo 5.57 
@Wenza
Is there any way to make specific soldiers or vehicles etc immune to the EMP? Would love something like that as a mechanic.
Wenza  [tekijä] 12.9.2024 klo 0.35 
@Cursed
Thanks mate, I really appreciate the support!
Cursed 11.9.2024 klo 11.47 
@Wenza

Hey, It's been awhile, downloaded this mod since the release date and reported some problems and haven't played arma for years, and now I'm in touch with the game again! and it made quite a lot of progress!
Wenza  [tekijä] 9.9.2024 klo 3.51 
@Kiwi_Twitches
Odd, I have added the CUP classnames from the online wiki to the relevant arrays already, and it seems to work for other NVG afaik. I'll have to look into it and see what's going wrong.
Kiwi_Twitches 9.9.2024 klo 0.56 
Ohh exciting! Can't wait for a SF team to run into EMP mines and just lost all their nice toys that let them see in the dark XD

None need a fix, and some innately work. The compat is more that the EMP doesn't get rid of NVGs and electronic scopes for the CUP attachments.
Wenza  [tekijä] 8.9.2024 klo 3.02 
@Kiwi_Twitches
Added the tank rounds, some arty options, and an AP mine too
I'll have to look into CUP compat, what weapons / magwells need adding or a fix? I'll have to download CUP and get classnames etc. which will take time.
I won't be doing anything for any CDLC content.
Kiwi_Twitches 6.9.2024 klo 21.16 
Hi @Wenza
Love the work, and loved that you took on my suggestion for the EMP at mine.

Separately, cause I see you have a RHS compat optional, any chance of a CUP compatibility?
Also, another idea in general, EMP tank rounds that don't have any explosives. Specfically for disable and capture?
another cool one would be an optional for Western Sahara and one for Reaction forces as optional for support of the dual mortar, and the RC GL
CHEN 6.11.2023 klo 3.49 
Hello, can this mod be applied to Acre2
Wenza  [tekijä] 12.9.2023 klo 0.45 
@Draxis
To clarify - you can still use the factions - I couldn't replicate the Invisible units or CSAT units, but the uniforms for Blufor will spawn as multicam if you don't have ACE.
Wenza  [tekijä] 12.9.2023 klo 0.39 
@Draxis
I have now realised that ACE is required for the faction to work - it fixes the uniform 'side' issue. If you don't have ACE, the faction won't work sorry.