Arma 3
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Chemical Warfare PLUS
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419.813 MB
Jul 23, 2024 @ 10:53am
Apr 1 @ 4:43am
70 Change Notes ( view )

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Chemical Warfare PLUS

In 2 collections by Phenosi
PLUS Mods
15 items
Phenosi's Workshop (Mods)
56 items
Description

STATUS: STABLE
Adds Chemical Warfare to ArmA 3

Why?
A wise mod developer once said, "I noticed a lack of any chemical warfare mods." I'm Phenosi, and I wanted to bring this idea to life with fun gameplay mechanics. I found many separate mods and gear during development and decided to combine them into this collaborative project. The only All-in-One Chemical Warfare mod you need!


Chemical Warfare PLUS Explained

| MECHANICS
Chemical Tiers
AOTA = All of the above
  • Tier 1 (CS gas): Non-lethal, prolonged exposure can knock you out.
        - Counter: Facewear that covers your face.
  • Tier 2 (Asphyxiant gas): Damaging and potentially lethal.
        - Counter: Gas mask with a filter. Use First Aid Kit or ATNAA
  • Tier 3 (Nerve agent): Instantly lethal without full coverage.
        - Counter: AOTA and a sealed CBRN suit.
  • Tier 4 (Blister agent): Instantly lethal without full coverage (burn wounds).
        - Counter: AOTA
  • Tier 5 (Nova gas): Instantly infectious without full coverage (REQUIRES: WebKnight's Zombies and Creatures .
        - Counter: AOTA
Note: Change gas color in CBA3 addon options.
ATNAA (Antidote Injector)
ATNAA (Antidote Injector) is used to neutralize chemical exposure from Chemical Warfare PLUS.
  • Available in the ‘Misc. Items’ tab (vanilla inventory use – double-click to inject).
  • ACE3 version found in the ‘Medical’ tab (usable via Medical Menu).
  • Effective against Tier 2 (Asphyxiant gas) and Tier 3+ agents when used alongside other protective gear.
  • Self or buddy-administered depending on the version.
Chemical Detector
Uses the Contact DLC Chemical Detector (present in base-game).
Gas mask System
Ensure your gas mask filters are functional via scroll menu or ACE Self-interaction.
*Gas masks can crack from a headshot.
  • Toggle Gas Mask
  • Equip Mask (Patient) – ACE only
  • Check Mask Durability
  • Change Filter (Self/Patient – ACE only)
  • Repair Mask (Self/Patient – ACE only)
CBA3 options: Screen effects, Breathing effects, Filter depletion rate, etc.
Breathing effects support dynamic pain levels responses.
Modules
ZEUS and 3DEN
  • See Workshop images for the list of available modules.

| GEAR
Adds:
  • Uniforms (Military and Civilian)
  • Vests
  • Facewear (Gas mask, etc)
  • Vehicles
  • Gas mask filters, Sealant tubes, ATNAA and Duct Tape
  • Units and Factions
  • CBRN Shower (CW+)
Also Compatible with:

| WEAPONS
Weaponry in all TIERS:
  • Gas grenades
  • Mortars
  • IEDs
  • UGLs
  • Bombs
  • Rocket Artillery
  • Rocket Launcher

Community Projects
CW+ - Rewrite ACE3 Arsenal Extended Compatibility

| FAQ
Q: Does this mod work with ACE3?
A: Designed with ACE3 in mind, but works with vanilla.

Q: KAT medical compatible?
A: They won't break being used together, but KATs Chemical warfare is not cross-usable with mine.
Credits:
Thanks to those who collaborated or shared code, helping me expand assets and develop new systems.

Disclaimer:
If you have any issues with the content presented in this mod, PLEASE contact me first.

📖 LICENSE:
Copyright 2024 Phenosi.

This work uses the license Arma Public License Share Alike (APL-SA)

https://www.bohemia.net/community/licenses/arma-public-license-share-alike

What am I allowed to do?
❌ Redistribute this mod in part or whole privately / within a unit.
✔️ Redistribute this mod in part or whole publicly ONLY with clear credit towards the author and third-parties involved, permission granted and with credits linking to this page.
❌ Port this mod in part or whole to games other than ArmA.
❌ Use this mod for commercial purposes.

My Modding Discord:
https://discord.gg/UnQAQMKGdS

Follow me on YouTube

You can run these modules through Functions in your scripts
Github wiki page for all the PLUS mods: https://github.com/Phenosi-PLUS/PLUSModsWiki/wiki

Join our Arma 3 unit where we use this mod![discord.gg]

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Please READ the Workshop page and check out your own setup in-game ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀  before asking Questions or Reporting Bugs <--Discord[discord.gg]
Popular Discussions View All (5)
2
Aug 3 @ 2:41pm
sealable leaking objects
LatchedNebula3X
1
May 28, 2025 @ 6:04am
Maybe some longer reviews should at here?
通往大马士革之路
0
Aug 8 @ 9:05pm
Delay for each spawned ai
RedBull
993 Comments
Phenosi  [author]
Oct 7 @ 2:50am 
:praisesun:
Oct 7 @ 2:10am 
genuine peak mod
Phenosi  [author]
Sep 27 @ 8:00am 
@Rclipse you can use the ace loading shells actions method or add them via editor or scripted methods mid-game (there are some zeus modes that would show all available ammo types and you can pick from there as well).
Sep 27 @ 5:27am 
A rather minor point - but how is one intended to acquire the chemical munitions for indirect fire weapons such as mortars and artillery pieces? I am unable to find any means to load such weaponry, though I did find the 82mm shells.
Phenosi  [author]
Sep 26 @ 8:08am 
that one I did have noted down before on the but I can move it up the priority list, there is just a lot to do with the new CW+ update :er_sad:
Also found a critical issue in XEH_preInit.sqf (inside the CBRN_ChemicalHandler_check function) that crashes the HEMTT compiler and can cause unpredictable bugs in-game.
Inside the contamination check loop, the system variable _forEachIndex is manually reassigned (hardcoded to 2 for Tier 3-5 gases). The Arma 3 engine strictly forbids overwriting magic loop counters.
To fix this, you just need to save the current loop step into a new local variable, and limit that new variable to 2 for the exposure calculations, leaving the system counter untouched
Phenosi  [author]
Sep 26 @ 3:59am 
Will fix!
debug spam af
PHAN_CW\CBRN_scripts\Bootstrap\XEH_preInit.sqf -> line 1426 and line 1429 -> (unit getVariable "CBRN_GrenadenEH") and (_unit setVariable ["CBRN_GrenadenEH", true];) -> change it to CBRN_GrenadeEH pls
Phenosi  [author]
Sep 17 @ 11:11am 
@Gazpa haha, great!