Arma 3
Chemical Warfare PLUS
768 Comments
Phenosi  [author] 9 hours ago 
Ohh Isee, that has nothing to do with the new update.
It's looking for WBK zombies before making that variable, I need to make that and optional check, I will update that soon.
Ftmch 18 Oct @ 11:39am 
Getting an error message on mission start after the last update. Something about "custom_modules_fnc_register" about "Error undefined variable in expression: fsplus_cw_novagas File PHAN_CW\CBRN_scripts\Bootstrap\XEH_postInit.sqf..., line 316"
Phenosi  [author] 18 Oct @ 12:52am 
I am aware
Kokujo 17 Oct @ 8:44pm 
i mean bandanna
Kokujo 17 Oct @ 8:39pm 
Has anyone encountered the same bug as me where some of the face masks turn into gas masks?
Phenosi  [author] 16 Oct @ 4:07pm 
I'm glad to hear it works, enjoy :)
Thundercunt 16 Oct @ 2:27pm 
I cant believe that we have been lost for like 6 hours thank you so much it works
Phenosi  [author] 16 Oct @ 1:50pm 
@Thumder Sorry to hear that. Lately I have been hard at work fixing multiplayer related fixes, like JiP players not getting initialised. I do not know what your specific issue is but it should work right out of the box basically. If it doesn't and you think you may of found a bug I urge you to do the following.
1. force Repair/Delete and clean install the mod on your client and dedicated server with the LATEST ver.
2. if the 'bug' still persist and you want it fixed, make a bug report on my discord.
Thundercunt 16 Oct @ 9:35am 
I have been trying to get this mod to work for the past 25 mins and can only get it to work on AI. Players had inconsistent results. Is there a default set up that I should be using? Any help would be appreciated :)
Phenosi  [author] 16 Oct @ 5:17am 
@Sky Cloudling as explained when you DM'ed me, it was in the 'suits' slot, not the gasmasks slot (where the helmets should be added); I hope that helps.
Sky Clouding 16 Oct @ 2:56am 
@Phenosi I started in the editor, put in the class names, loaded in only for it not to work
Phenosi  [author] 15 Oct @ 4:04pm 
@Sky Clouding nah, that should work just fine. you restarted the mission afterwards?
Sky Clouding 15 Oct @ 3:03pm 
I'm encountering a problem with custom masks. I'm trying to make a FIG Kriegman's helmet (which has the gasmask model fuzed with it) a level 3 protection, Does that just not work due to it being a helmet?
Phenosi  [author] 15 Oct @ 9:44am 
what?
derkosake 15 Oct @ 7:51am 
is it possible to add artillery grenades?
Phenosi  [author] 11 Oct @ 5:57am 
@ssalic yep its a generic error you do not need to worry about :))
@Stealth'23 Sorry, I do not have plans for that at the moment
Phenosi  [author] 11 Oct @ 5:56am 
The vehicle and 3den suggestion I have had before, I will look into that.
López El Boig 11 Oct @ 5:52am 
Question, could you add a module or something to make some vehicles "sealed" or with inherent protection? Also, a way to limit the Z axis? Or to turn the thicness to 0 (making the gas invisible). Also, it could be usefull to make a gas module that has size (example, the vanilla cover map module) so an editor could easly see the range of the gas.. thanks in advance!
ssalic 10 Oct @ 1:43pm 
no entry 'bin/config.bin/CfgWeapons/manual.scope'
I get this error when loading up your mod. Both dependencies are with it. I am running CUP also. Error originates from this mod as it doesn't show up anymore if the mod is removed.
Stealth'23 6 Oct @ 8:57pm 
love your brother, would please make this compatible with Devourerking's Necroplague Mutants?
It was light weight and also good. Thanks
A. Ares 4 Oct @ 3:00pm 
@noob get rekt I highly recommend to ask in KAT's Steam Workshop page or in their Discord Server for that!
noob get rekt 4 Oct @ 9:06am 
how to disable the KAT chemical system? i like kat medical but i dont want the broken kat chemical warfare stuff :steamsad:
Phenosi  [author] 30 Sep @ 4:29am 
@Acid This and KAT medical are seperate in the their CW systems, I have never specifically added the KAT gas mask ( I didnt even know they had their own until now, lol) to the mod. Maybe if they inherited from the basegame gasmask it would work but I wouldn't know. if you are unsure if its working simply just add it yourself via CBA settings.
Phenosi  [author] 30 Sep @ 4:28am 
@Prxy I not sure that specifcally has to do with a linux server, might be a bug in the code that happens with certain mission setups; i'd need to look into it.
DreadnoughtM8 29 Sep @ 11:51pm 
me looking at the ww1 mod i have installed after realizing that mustard gas is a blister agent (i no longer have to throw it against civilians anymore, the french will do just fine)
Hugh Mungus 28 Sep @ 3:50pm 
It would be really cool if the MOPP gear protected players from the B61 nuke from USAF Main.
I was trying to work out a compat mod on my own, but I haven't got it figured out yet. I need to better understand how the damage and radiation script in the USAF nuke works.
Acid 27 Sep @ 1:54pm 
Question re. KAT Medical: will their gas masks be compatible with your protection levels?
Prxy 26 Sep @ 3:55am 
I am running a linux server with this mod installed server-side and its spamming this error in the console at every frame update:

if (!(alive _unit) or (isNull _unit)) exitWith>
17:03:52 Error position: <alive _unit) or (isNull _unit)) exitWith>
17:03:52 Error alive: Type Array, expected Object
17:03:52 File PHAN_CW\CBRN_scripts\functions\fn_addChemicalHandler.sqf..., line 111
17:03:52 Error in expression < call CBA_fnc_execNextFrame;
};
Phenosi  [author] 24 Sep @ 1:43am 
Isee. I can take a look at it when CW+ is on the schedule again.
Koko 23 Sep @ 9:26am 
Okay I may be stupid but I'm thinking it might be tied to the PostInit script passing [_x] to the chemicalhandler script in multiple calls, which if the object isn't initialized and passed into _x (and I'm not seeing any for it to guarantee that) then yeah it's just getting passed as an array.
Koko 23 Sep @ 8:59am 
For my case it's basically just always happening. The chemical handler prints that it's deleted once the unit is dead (which it is killed after loading because of respawnOnStart), then is logged trying to add it after respawning, but then afterward the checker script breaks because for whatever reason an array is being passed to that call under _unit instead of an object, which I don't know how that's possible.
Phenosi  [author] 23 Sep @ 2:06am 
@KoKo does it only happen on respawn?
Koko 22 Sep @ 3:54pm 
I can't figure out why this is happening, but when I've got debug mode running, I'm getting these script errors on the client side. Might be related to running with respawnOnStart ?

if (!(alive _unit) or (isNull _unit)) exitWith>
Error position: <alive _unit) or (isNull _unit)) exitWith>
Error alive: Type Array, expected Object
File PHAN_CW\CBRN_scripts\functions\fn_addChemicalHandler.sqf..., line 111
Phenosi  [author] 22 Sep @ 2:04pm 
@mark de gamer Are you using a lot of mods/scripts that could be causing desync or delay?
mark de gamer 22 Sep @ 1:00pm 
We're having some troubles with the gasses doing very delayed damage, to the point where people without CBRN gear can stand in nerve gas for 60 seconds without issue
Burunduk 22 Sep @ 10:25am 
Repairing the mod fixed it - thank you very much
Phenosi  [author] 22 Sep @ 4:35am 
I put out an update last week to fix that, ACE compat should always come 2nd in my mods so if it still doesnt work afer a repair/clean-install lmk.
Burunduk 21 Sep @ 9:16pm 
Wonderful mod. Any updates as to when the update to fix the ace requirement for the hand thrown grenades will come through? Currently the hand grenades only work when ace is loaded.
Phenosi  [author] 20 Sep @ 11:03am 
yep. but i'd say the effect are a lot more apparent for players because of the visual effects. The AI just like players will go uncon and die if they stay in it too long but its very slow, it's a 'non-lethal' tier after all. side note: it should mess with their AI skill a bit, less accurate all that, but again that is hard to spot.
Remy (Nordotor) 20 Sep @ 12:22am 
Is AI units afftected by CS gas? Because for me no.
Phenosi  [author] 17 Sep @ 1:13am 
you can make a suggestion on my discord so it gets added to the potential 'list', but no promises.
Chiconius 16 Sep @ 10:45am 
Would ask the same as Colonel Lingus, is it possible to add compat to SOG Prairie Fire? their newest update also added a CS gas gun, would be cool to use with this mod too
CorporateEddy17 12 Sep @ 5:52pm 
Can you make a compat for ACM
Colonel Lingus 12 Sep @ 3:06pm 
What are the odds you could make it compatible with SOG Prairie Fire since it includes CS and the M17?
Phenosi  [author] 12 Sep @ 12:22am 
@Lord_Diablo you could make the duration really long
@M1911A1 Oversize® I am aware of that bug
M1911A1 Oversize® 11 Sep @ 8:16pm 
gas gernades are not working
Lord_Diablo 11 Sep @ 6:08am 
1 question when using the gas area module, is there a option to make it lasts forever?
SUSOVALORD 10 Sep @ 9:35pm 
Okay! Thanks a lot!:griefer:
Phenosi  [author] 10 Sep @ 2:04pm 
@SUSOVALORD ah- isee. that kind of radius is wayyy too big for this kind of scripted approach. try making multiple zones of a nice-looking max radius size, just do not overdo it :)
SUSOVALORD 10 Sep @ 8:15am 
Lol I think I found the cause.
Me and my friends are trying to apply this module in chernobyl terrain, and I want the whole Pripyat urban area looks astonishing, so I adjusted the radius to 1000m. However the mist amount in 1000m remained the same as in 20m radius. So it makes it being like thickness set to 1.