Arma 3
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Freestyles Nuclear Bombs
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Data Type: Mod
Mod Type: Mechanics, Plane, Weapon
File Size
Posted
Updated
230.216 KB
Mar 14, 2023 @ 1:48pm
Oct 22, 2023 @ 12:59pm
5 Change Notes ( view )

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Freestyles Nuclear Bombs

Description
Nuclear Weapons have arrived in Arma, again...

This mods add nuclear weapons based on the rework of my Realistic Nuke script (more information below). Currently the mod adds:

  • B61-4 Nuclear Bomb: An unguided nuclear bomb, with selectable yield of 0.3 / 1.5 / 10 / 50 kT of TNT equivalent.
  • B61-4 Nuclear Bomb (30 s): Same as the B61-4 but with 30 seconds delayed-action fuze.
  • AGM-86B ALCM: Air Launched Cruise Missle with laser guidance, possible yield of 5 or 150 kT.
  • AGM-86B ALCM (GPS): Same as AGM-86B ALCM but with GPS guidance (only for Arma 3 aircraft).
  • W48 Nuclear 155mm Shell: Available for the M4 Scorcher and 2S9 Sochor, with 72 tons of TNT equivalent.
  • Eden Editor Module: A configurable editor module, found under Freestyles Nuclear Blast.
  • Zeus Enhanced Module: If Zeus Enhanced is loaded, a configurable nuclear blast module is added under Freestyles Nuclear Blast.
  • Settings: configure the effects of nuclear weapons deployed to better suit your needs.
  • Functions: all functions for the nuclear blast are available for use in your own scripts and missions. Visit the Wiki[github.com] for more informaiton.

Known Bugs
I did not have time to test the mod properly in multiplayer, if you encounter any issues feel free to comment and let me know!

This mod should not be loaded at the same time as my older mod Freestyles Nukes.

Classnames
Ammo:
  • B61-4 Nuclear Bomb: FSNB_B61_4
  • B61-4 Nuclear Bomb (30s): FSNB_B61_4_Timed
  • AGM-86B ALCM: FSNB_AGM_86B
  • AGM-86B ALCM (GPS): FSNB_AGM_86B_Cruise
  • W48 Nuclear 155mm Shell: FSNB_155mm_W48_Nuclear

Magazines:
  • B61-4 Nuclear Bomb:FSNB_B61_4_M
  • B61-4 Nuclear Bomb (30s): FSNB_B61_4_Timed_M
  • AGM-86B ALCM: FSNB_AGM_86B_M
  • AGM-86B ALCM (GPS): FSNB_AGM_86B_Cruise_M
  • W48 Nuclear 155mm Shell: FSNB_155mm_W48_Nuclear_M

Weapons:
  • B61-4 Nuclear Bomb:FSNB_B61_4_W
  • B61-4 Nuclear Bomb (30s): FSNB_B61_4_Timed_W
  • AGM-86B ALCM: FSNB_AGM_86B_W
  • AGM-86B ALCM (GPS): FSNB_AGM_86B_Cruise_W

About the script

In December 2019 I created my Realistic Nuke script. At the time it was my first real Arma scripting project. It started out as an idea months before and over the course of several more months it became my most complex project yet.
After some time, however, I lost interest in further developing the old script, mainly due to many bugs and bad coding practices inside the script.
So in order to further develop my idea I decided to rewrite the script. I reworked almost every part of the original, this time with more order and more advanced methods.
What you can see in this mission is the result of this rework. It is by far not finished yet, and even some features of the old script are still missing. But with time this version will grow too and hopefully surpass my first attempt at some point.
You can download and read more about the script on its GitHub repository[github.com], which includes a Wiki[github.com] with instructions on how to use the script as well as some FAQ.

License

This work is licensed under the Arma Public License[www.bohemia.net]
171 Comments
Apr 13 @ 1:28pm 
Really cool Mod. I just want to throw some idea if possible for future nuclear-bomb mods you will make or collections that can be made by others.

A large radius zone where the plume of smoke starts to block out the light source above, is a zone radius and does not effect other part of the map. It doesn't completely make it black but just so dark as if

The mushroom plume settles but not quick, and by settle. I mean no more mushroom, now its smokey and hellish.

More fire. The crater was an awesome touch I think. Some grenades should do that vanilla version.
Freestyle_Build  [author]
Apr 2 @ 9:25am 
@Soytaroсик, thanks for investigating this.

@white_phosphorus., sorry for the late reply. You can call the script functions directly instead of via module to bypass the limit, although I do not guarantee stability for such large explosions. See [url] the wiki[/url] for info
Apr 1 @ 8:38pm 
@Hjelmet, I'm not sure if this is still relevant for you, but I'll leave it for others!

The mod conflicts with Cold War Rearmed 3

This mod is what causes the "empty" bomb effect.
The game references this path.
\cwr3\weapons\cwr3_air_weapons\scripts\freestyleNuke\freestyleNukeLaunched.sqf

The old script won't let me find the path for the new one.
Mar 8 @ 2:33pm 
@Freestyle_Build how do I bypass the 250Kt nuclear bomb explosion module? (idk if this is a feature in the mod or anything, but any explosion larger, like a 58Mt explosion I was tryna do to simulate Tsar Bomba seemed to be the same as the 250Kt one)

If the base mod doesn't allow more, should I modify the script or is it a hard-coded/game engine limit?

Also, the mushroom cloud stem and ground shockwave do not render? How to fix.

Ty for reading!
Freestyle_Build  [author]
Jan 27 @ 9:30am 
@Hjelmet, could be. Maybe they use some special config. Not much I can do against it right now, sorry.
Jan 27 @ 8:08am 
@Freestyle_Build I was using the FIR AWS F-15 to drop them. think I also tried to FA-18 but only tried FIR AWS aircraft. it could be an issue with them
Freestyle_Build  [author]
Jan 18 @ 10:07am 
@Hjelmet, it could be a mod issue. Best try once without any other mod (except CBA_A3). How are you dropping the bombs? Via plane or script?
Jan 18 @ 7:06am 
The actual armaments seem to just pop like a regular bomb? albeit a little large but still just looks like a regular explosion. the module in eden does a proper nuclear blast but the weapons just don't seem to. is this somehow an issue with me using blastcore or have i missed something?
Jan 8 @ 11:22am 
Thank you