Arma 3
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Non-Lethal Taser Shock Rounds
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Data Type: Mod
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71.621 KB
10 JUN 2021 a las 3:21
21 DIC 2021 a las 22:20
4 notas sobre cambios ( ver )

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Non-Lethal Taser Shock Rounds

Descripción
Modified "Electroshock Taser" bullets in .45, 9mm and 5.56mm. Multiple magazine sizes for handguns, SMGs and Rifle platforms.
Will deliver a shock to the targets system and cause unconsciousness for a short period. Does no physical damage.
Electroshock rounds have a high deflection / fail rate, multiple shots are sometimes needed.

Requires CBA, and ACE medical.


Take a look at my workshop page for many more Arma 3 mods!
https://steamcommunity.com/id/awenza/myworkshopfiles/?appid=107410
14 comentarios
Kazashimo 20 ABR a las 9:12 
Any chance of a shotgun round or 40mm round?
Epsilon 15 DIC 2022 a las 7:20 
@saimon_90 should be in the ACE Arsenal
MOS AVES S.Ten. Hunter 13 DIC 2022 a las 2:06 
I can't find the "Electroshock Taser" bullets, where can I find them?
Darvin 11 ABR 2022 a las 12:51 
how can I increase the time of unit's unconscious
Wenza  [autor] 23 DIC 2021 a las 8:43 
@Sgt. Epsilon
If you are standing right next to the target unit (<1m or so) you may be getting caught in the effect radius. The set unconscious script is really simply executed - it's searching for nearest "man" objects to the fired round on hit within 0.5m, so you may be getting caught in that radius. Reducing the nearestObjects distance below 0.5m renders the rounds pretty much ineffective.
I'll have a look at the cam shake again, try and set it to zero, and I'll try to remove the bullet deflection.
If I can figure out a way to detect the unit that is being hit specifically, I'd like to change the function to detect that instead of using nearestObjects, but this is my current workaround to get it functional.
Epsilon 22 DIC 2021 a las 3:13 
Cam shake is still there, can supply a clip from my testing if you wish to see it, ricochets are still horrible and can result in the player being hit and knocked out
Wenza  [autor] 21 DIC 2021 a las 22:21 
@Sgt. Epsilon
Updated, camShake should be removed. It was leftover code from the base ammo template I used... Let me know how they run now
Epsilon 21 DIC 2021 a las 16:27 
@Wenza update is great however for some reason there is a *lot* of shake if you magdump from < 2m from target, not game breaking but defenately something to look at when you get a chance, also holy ricochet batman, when i was checking to see if the explosions still show up they just bounce off the ground
Shy 20 DIC 2021 a las 4:41 
strange, a few seconds after they hit the ground they just die. I'll check the ace medical settings for AI, thank you :)
Wenza  [autor] 20 DIC 2021 a las 4:08 
@Shy
This is exactly what these rounds do? They knock the AI unconscious for about 10 seconds, and do no hit damage... otherwise check your ACE medical settings for AI