Author: incontinentia
Author Website:

Requirements: No addons required

Version: 1.5
Signed: Yes, serverkey included

Short description: Inspired by the late Opticalsnare's hilarious Blastcore Physics and Lao Fei Mao's cool Blood Mist mods, here's my take on Arma 3's effects.

Date: 2019-04-03 14:34

Comments: (2)


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

To install Incon Effects Mod you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

Included files:

Media: has its own Youtube channel where we will cover the Community made releases.
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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.

License / Disclaimer:
Wotevs. I really don't mind.

Config files missing! Massive thanks to Malcain. Also Physx PBO moved to optional folder (move back into main addons folder to re-enable).

Updated physx parameters so characters don't leap anymore. Put physx back into addon. Let me know if you see characters jumping when they are killed again.

Removed physx tweaks (they are still in the optional folder if you make a local copy of the mod) as they were causing weird jumping behaviour. Thanks to all those who let me know. Will try to re-tweak and get some better ones out there when I get some time.

Blastcore compatibility PBO (move from optionals folder to addons to use, will overwrite Blastcore blood effects with these - experimental)
Please bear in mind that I have no idea how Opticalsnare's mod handled blood effects so the compatibility PBO is experimental and the effects aren't as obvious as I'd like them to be. But it should still be far more realistic than vanilla. Any config guru's want to help me out here, please do.
Blood effects are a little less uniform
Other subtle blood changes
Physx tweaks overhauled.
- Bullet hits have been toned down (now only slightly more than vanilla - per requests)
- Explosions still make people dance around, but less
- Joint parameters have been tweaked so limbs shouldn't bend unnaturally as much anymore (experimental)

Added missing server key

Separated mod into 3 standalone PBOs so users can choose which effects to use (thanks for the suggestion Evil Organ!)

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