Garry's Mod

Garry's Mod

GChem - Chemical Warfare
 This topic has been pinned, so it's probably important
Freaking Fission  [developer] 30 Jul, 2020 @ 4:16pm
Roadmap
Planned Features: (not in order)
Nerve Gas(Done), Chemical Detection Kits (Done) and Antidote Kits (Done)

Gas shells for Gredwitch addons (if possible, but likely not practical), Ferret rounds (gas canisters that breach thin barricades) (scrapped, other people can do it, I won't)

possible merging with JMOD (rejected, JMOD has a very different design philosophy so that keeping GChem optional is the best option, however, a tear gas grenade has been contributed to JMOD)

Possible Features:
Rewrite gas and exposure code (unsure, may revisit gchem eventually, may just make a GChem 2.0)
Addon-Native Gas Mask and Chemical Suit protect against more than GChem Gas
Pepper spray, adamsite and lewisite (unlikely, proven to be considerably difficult to add new agents)

Unlikely Features:
Mixing Gases (particle effects don't lend themselves well to a highly custom feature like this)

Currently. this mod is effectively dead
Last edited by Freaking Fission; 22 Oct, 2020 @ 1:45pm
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Showing 1-5 of 5 comments
soap 2 Aug, 2020 @ 8:39pm 
Can't wait
Will the Nerve gas be VX, Sarin or Tabun, because i like the cyanide kill of 8 seconds but that is still 8 seconds of combat worthiness
Freaking Fission  [developer] 3 Aug, 2020 @ 6:02pm 
There will be 2 nerve gases, Sarin and VX, sarin as a short lived, deadly agent, and VX to contaminate objects
How exciting
TheH3ath3n 7 Aug, 2022 @ 12:47pm 
Originally posted by yolobaker_coffeemaker:
How exciting
it was the first two
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