Arma 3
224 ratings
Incon Effects Mod
Data Type: Mod
Mod Type: Animation, Mechanics
File Size
0.027 MB
Nov 5, 2016 @ 5:04am
Nov 13, 2016 @ 4:36pm
4 Change Notes ( view )

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Incon Effects Mod


Inspired by the legendary Opticalsnare's hilarious Blastcore Physics and Lao Fei Mao's cool Blood Mist mods, here's my take on Arma 3's effects. Rather than go for comedic effect, I figured I'd aim for a bit more realism.

So far I've focused on 3 things:

Ragdoll Physics

In vanilla, it's pretty limited. This aims to give people a bit more of a chance of getting airborne if there's an explosion nearby. Unfortunately, most explosions have similar physics power so to give a GBU the right level of floaty people would mean making grenades look ridiculous. Update as of 1.2: ragdoll joint parameters have been tweaked so that joints are less likely to bend backwards on themselves like literal rag dolls. Kneecaps have been restored.

Key difference vs vanilla: Bodies respond more to explosions, fly rather than flop, and joints don't bend back on themselves when they shouldn't (for the most part).

Muzzle Flash

In vanilla, when a soldier shoots, the area around his weapon is lit up for longer than there is actually fire coming from the barrel of the weapon. This was always a bit of a pet peeve of mine from when I first started playing Arma and looks silly in my opinion. I've tried to shorten the ambient light of muzzle flashes so they synchronise with the duration of the muzzle flash itself, giving a kind of strobe effect at night. It should work on modded weapons as long as they inherit from a base weapon class.

Key difference vs vanilla: Ambient light from muzzle flashes doesn't last longer than the muzzle flash itself.

Blood Mist / Hit Effects

When a bullet hits a body, it generally doesn't look like someone's been slapped with a handful of red chalk. "Pink mist" is often quite a subtle, short-lived affair. It also doesn't float around the body, instead shooting at speed out of the exit wound and possibly being blown away if there's wind. It will scale with caliber too; large caliber weapons will chuck out a fair bit of mist, smaller caliber weapons like pistols may not.

This isn't finished and is still open to suggestions (please don't post any pictures or videos of people getting shot), but I've tried to get this as close as I can to reality. I suggest combining with Zooloo's Bloodlust for better realism.

Key differences from vanilla:
1. Blood mist comes out of exit wounds rather than sitting around the entry wound
2. Blood mist size, colour and transparency has been tweaked to be more realistic (less of a bright red explosion and more like a fine mist)
3. Blood mist moves at speed in the direction of the bullet (as opposed to floating statically in the air)
4. Blood mist can be affected by wind, vanilla blood mist cannot


This should all work clientside and I've included a key for servers (if in doubt, remove the physx PBO). Effects are split into different PBOs so you can pick and choose which you would prefer. Just make a local copy of the mod on your hard drive and delete any unwanted effects in the @InconEffects\addons folder.

Mod compatibility:

Should be compatible with most mods (depending on whether config values are inherited from vanilla) but won't cause any problems if not. Any known incompatibilities will be listed as people let me know.

Zooloo75's BloodLust: To get the blood mist working with Zooloo75's BloodLust mod, set "BloodLust_IsBloodSprayEnabled" to false in the BloodLust settings menu.
Blastcore Pheonix (and variations of): To use with Blastcore, move "blastcoreCompat.PBO" from the optionals folder to the addons folder. This will overwrite Blastcore's blood effects with those from this mod.

Thoughts, suggestions and wildly uncontrolled praise are all welcome.

If you like my work and want to donate, then you're awesome and please use the link below.

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cpeng03d 14 hours ago 
Can i load this when i join server that does not require this mod? THanks.
MadBrainFox Nov 10 @ 3:04pm 
Great mod but theres an issue.
It works totally fine (atleast i guess so) but after an explosionthe ragdoll usually goes nuts and the units are being hurled quit far even by a 5.56mm
Might the explosion trigger some bug or anything like that
I really enhoy this mod especially the reworked blood mist, but this is just, well, hilerious.
Muffin Oct 13 @ 1:02pm 
And how on this effect , 4 me not workin'g :c
Incontinentia  [author] Sep 28 @ 12:54pm 
If you make a local copy of the mod, you can remove the ragdoll pbo and it will give you default effects. That said, people shouldn't get flung all that far from small arms fire, if at all. Even .50 cal doesn't make people move more than a foot or two in my testing (latest version). Try with just vanilla and this and if it still flings people, let me know.
󠀡󠀡󠀡Nova Sep 12 @ 6:57am 
Needs to be some sort of modifier or restrictor when shooting people. Nobody gets flung back like that from shoulder fired weapons unless it shoots missiles(probably). Newtons 3rd law.
RAFELL Aug 26 @ 6:02pm 
only one problem it dont work for me when installed. but when i unsuscribe it then works but the ragdoll effect is crazy people fly 20 feet or more is there a compatibility issue with some mods. help please i dont want to uninstall this.
[Pvt] T.House [PTF] Aug 5 @ 6:29am 
THANK YOUU! i hate the ragdolls in arma.. this is what ive been looking for
Shane Jul 26 @ 3:01pm 
I keep having enemies flying all voer the place like when someone gets shot by a shotgun in a movie. Is there a list of conflicting mods that would cause this holloywood bs?
bnsk Jul 26 @ 11:45am 
@Psycho Works pretty well. Don't worry.
Armscream Jul 17 @ 6:37pm 
excellent mod, i use it all the time