Arma 3
DiGi ACE Extension (Chemical warfare) !OUTDATED!
180 Comments
Reticuli Jul 10 @ 6:01pm 
Needs carfentanil gas that causes units to go unconscious and eventually die if not woken up. CS gas should cause inability to shoot gun and a panic / flee response.
Phenosi Jul 26, 2024 @ 11:57am 
Some ideas of this mod have also been integrated into: Chemical Warfare PLUS
Huss1234 May 15, 2024 @ 11:18am 
is there a way to change the way the medical works as it has changed the base ace medical as in when you look at someone they are all blue now when injured. is there a way to change this back ?
powsyjowlsy Apr 9, 2024 @ 1:14am 
is there only toxic gas level 1 in the contaminated area module? @[CoG] Digii
SchizoGougar Apr 7, 2024 @ 6:24pm 
Is there an eta for the next update
Michael1073 Mar 20, 2024 @ 1:11pm 
I'm looking forward to the update, considering I don't wanna deal with KAT for fun with chemical warfare.
Digii  [author] Mar 7, 2024 @ 9:27am 
There will be another change of plan. I'll be doing something I should have done a long time ago. I will update the mod to be one the same version as the one inside of KAT is. This will make it work with the newest ace version aswell as fixing some bugs. I'm not expecting it to fix all the bugs as there are some that are hard to reproduce. The update should be comming soon and I will announce it here as well as on my discord. I'm sorry that you all had to wait so long an I'm hoping you will still enjoy the mod after it was basically unusable for so long.

#LetsMakeThisModGreatAgain
Digii  [author] Mar 5, 2024 @ 1:52am 
Due to an upcoming ace update that would require me to do a lot of changes again the update here will be postponed
Ryan Turner Feb 26, 2024 @ 1:15pm 
Thanks for giving an update about it, and I meant the suggestion with the best of intends, I've recently been playing a with unit and while they use this mod for the CS and masks part of it, was found some issues, as i dug more onto it, even recently found that Personal Aid Kit will break your charachter's ability to do any more medical (who got PAK'd). this also includes full heal via zeus.

I and the other we will wait for a fix to come, whenver you get the oppurnity :)
Digii  [author] Feb 26, 2024 @ 12:39pm 
And I would use the Version we have on KAT but it has a lot of changes to make it work with KAT and therefore I can't just take that and use it.

Tho it would maybe make sense to take it and change it again to be SA since it also includes some bug fixes and so on. (And in general I wrote the code way cleaner when I ported it to KAT)
Digii  [author] Feb 26, 2024 @ 12:37pm 
I'm still trying to fix it. Sadly it's a lot I need to update and change and I don't have much time for it.
Ryan Turner Feb 20, 2024 @ 9:03am 
I can confirm that the UI part (from Medical Menu) it's still broken (to be more correct, still using the old version of ACE Medical Menu). Is there anyway you could somehow update it (whenever you could) using the KAT/KAM version you've worked with them? @Digii
Marki Jan 16, 2024 @ 10:57am 
Any ideas when it might be done?
Digii  [author] Jan 1, 2024 @ 2:12pm 
I know it's long overdue but I will create a fix for the new ace version so this mod is finally playable. (Due to time reasons I can only fix that for now)
Sierra62 Dec 28, 2023 @ 10:44am 
It's a shame that after so much time the problem with ACE interactions continues, it was a great mod
Trench Nov 14, 2023 @ 12:26pm 
Just to reiterate what @Marki has said, the last ACE update now causes ACE3 interactions menu and medical menu to stop working if the mod is being utilised. Any hotfix would be amazing as this is a brilliant mod. TIA.
Marki Oct 31, 2023 @ 9:31am 
I can send you my rpt file if it helps.
Digii  [author] Oct 31, 2023 @ 9:22am 
@marki thanks for letting me know I will work on a hotfix soon
Marki Oct 31, 2023 @ 6:44am 
This mod causes ACE3 interactions menu and medical menu to stop working after latest ace update. Should probably be updated
★ GallowDancer Oct 6, 2023 @ 9:14pm 
Is there an overlay for the gasmask? I'm using GM CDLC and the breathing works, but there is no gasmak overlay in first person
Digii  [author] Jul 31, 2023 @ 10:00am 
The gas fired from a mortar will stay for around 30 sec on the area the mortar shell hit and then disappear
callumCBG Jul 31, 2023 @ 7:43am 
does the cs gas and toxic gas from the mortars fade away after time
DragonBlade94 Jun 21, 2023 @ 9:22am 
Is this mod still being updated?
NiklasNP1 May 27, 2023 @ 3:38am 
It seems to work for me, but there's no visible smoke, and very little indication that you're being affected. I hope the creator will update this at some point, but right now I don't think it's worth downloading.
Tun May 27, 2023 @ 1:06am 
where can I find the sealant tube and antidode.
Zbigniew Paczynski May 3, 2023 @ 7:03am 
Why CS grenade exploding without any effect? Just *bang* sound and nothing : (
Marki Mar 26, 2023 @ 9:55am 
The issue is that many server do not like those errors appearing. As in we had it in our group, but because it would throw that error they insisted in removing it from modpack
Defalt Jan 29, 2023 @ 7:16pm 
is there some way to disable the breathing effect on gas masks?
Digii  [author] Jan 15, 2023 @ 11:54am 
As i already said multiple times, this error can be ignored since it fixes it self in the next frame
Marki Jan 15, 2023 @ 2:53am 
I am getting the same error, aint sure how to fix it myself
aki Dec 13, 2022 @ 6:48am 
once the player dies he logs out and logs back in I get this error:
uisleep 5;
waituntil (goggles _player I*lin DIGI_AVAIL_GASMASK]:
params["_ar..
File
DiGI_ACE_Extension_gas_more\addons\digi_main\functions\fn_breathing.sqf.
lines 9
Error Undefined behavior: waitUntil returned nil. True or false expected,
Talonair Dec 12, 2022 @ 10:43am 
Question, is it possible to have a contaminated area/object remain I suppose "dormant" until a trigger is activated? Unless I'm missing something obvious, none of my attempts have worked so far
aki Dec 12, 2022 @ 6:40am 
hello, how should you do to seal the object that generates the toxin? or done everything as explained but nothing happens no command
Ostross Dec 10, 2022 @ 2:42pm 
Thanks!
Digii  [author] Dec 10, 2022 @ 2:12pm 
The RHS compatibility is mostly for the rockets and bombs. You can put them on almost all the RHS Aircrafts and helis
Ostross Dec 10, 2022 @ 10:53am 
What is included in the RHS compatibility? I did not realise RHS added any gas masks.
CmndrFello Nov 12, 2022 @ 10:10am 
For some reason when spawning an MK6 mortar it automatically loads it with gas rounds? I also don't have an option to unload the rounds and therefore making the mortar unusable for the most part with the mod...

Besides that and a couple of spelling mistakes, the mod is great! I absolutely love it, and I hope you can continue working on it sometime!
Mr.Jazzy Sep 18, 2022 @ 8:57pm 
How to use this mod? I created an area and nothing happens when player walks in (goggles slot is empty)
FA_76 Aug 22, 2022 @ 10:17pm 
I realized that this mod is not compatible with "simplex support service". so if you have time, I would like you to fix this problem.
Diadoko Jul 2, 2022 @ 2:35am 
@[CoG] Digii, qs @Ace said, having an addon option to control it would be nice. In the meantime if it is easier to you, the mod is this one, https://steamcommunity.com/sharedfiles/filedetails/?id=641305739 . The mortar is called, "8 cm mortar vz. 36"
Digii  [author] Jul 1, 2022 @ 7:18pm 
that's a even better solution
Ace Jul 1, 2022 @ 5:23pm 
Oh, you could do like some mods have done wherein you leave an addon option so that players can add (or remove) mortar classnames from the list without you having to make a patch for it.

That would solve both of our problems if it could be implemented.
Digii  [author] Jul 1, 2022 @ 4:27pm 
Currently not, cause i need to set the mortar class name into the config. If you want you can give me the mod name with the mortars and i add it
Diadoko Jul 1, 2022 @ 4:16pm 
Is there a way to add gas shells to no vanilla mortars, like those from ww2 mods?
Ace Jun 21, 2022 @ 11:58am 
I've only got one big problem with this mod. I don't like how everyone gets access to chemical weapons. I can't remove them from places that players will be able to access them without removing the mod entirely.

Mortars start with chem rounds loaded. Remove pre-loaded mortars completely, and they can still get them out of arsenals. Remove them from arsenals, and they can still get them from ammo trucks.

But anyway, I'd like there to be an addon option that removes these other sources of mortars. Specifically I'd like:
- Option to disable pre-loaded chemical shells in mortars.
- Option to disable ammo trucks being able to supply chemical mortars.
Erufu May 30, 2022 @ 3:20pm 
Hi, would you be able to add a feature to disable the breathing sound while wearing a gasmask?
Qwerty100 May 30, 2022 @ 7:54am 
Hi, I'm quite new to mod-making, and I really like how you set your system up here. Could I adapt it/expand on it? I read the licence and from my understanding adapting is ok, but I have been told it is best practice to ask for permission anyway. Thanks :)
Spazz (Rafał) May 25, 2022 @ 7:32am 
Geiger counter clicks would be huge ^^
Qwerty100 May 25, 2022 @ 6:08am 
Hi, glad to see this mod is still being updated! Is there any chance you could add radiation as a type of "gas" that just so happens to make the chemical detector make Geiger counter clicks? Perhaps a new "radiation poisoning" injury in ace medical as well. (PS. Deleting any contaminated zone in Zeus seems to delete all gas on map and prevent new modules from functioning.) Thanks for all the hard work! :steamhappy:
Digii  [author] May 25, 2022 @ 4:50am 
Thx for info. I already know and I'm working on it