Adding in EMP, required Silence QOL to run, this mod needs to be loaded first.
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Players on servers with it
daily, last 30 days
Details
- Author
- Silence_AUS
- Version
- 1.0.37
- Size
- 17.8 MB
- Licence
- APL-ND
- Game version
- 1.8.0.10
- Likes
- 0 / 0 dislikes
- Published
- 26 Jun 2026
- Updated
- 1 month ago
- Workshop ID
- 69B4A4DB46A624F1
Recent adoption
30 days: +1 −6 ↑1
- − WILD TURKS | Highland Hunt - Kolguyev PvE 1.0.37 1w ago
- ↑ WILD TURKS | Highland Hunt - Kolguyev PvE 1.0.23 1.0.37 1w ago
- − Tier One Special Forces #3 | Testing | 1.0.37 1w ago
- + Tier One Special Forces #3 | Testing | 1.0.37 1w ago
- − [AU/NZ] (ARGC) Australian Diggers | GM Ops 1 | 1.0.37 1w ago
- − [AU/NZ] Australian Diggers (ARGC) | Combat Ops 2 | 1.0.37 2w ago
- − [AU/NZ] (ARGC) | PvE Conflict | Hardcore Ai | Console Friendly | 1.0.37 3w ago
- − [AU/NZ] (ARGC) Australian Diggers | PvE Conflict | Casual | Console Friendly | 1.0.37 3w ago
Requires
8Often used with
8Version history
10-
v1.0.37 17.8 MB 18 Aug 2026
adding back destructable jammer, shoot the generator to stop it
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v1.0.36 17.8 MB 18 Aug 2026
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v1.0.35 22.5 MB 18 Aug 2026
-
v1.0.34 18.8 MB 18 Aug 2026
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v1.0.33 18.8 MB 18 Aug 2026
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v1.0.32 18.8 MB 17 Aug 2026
Description from the Workshop
1.0.0 — Initial Release ------------------------ Added - GM context action "Trigger EMP" (registered in Silence_QOL_Fixes TempEdit.conf at order 130) Right-click any entity as a Game Master to trigger a silent server-wide electromagnetic pulse. Takes effect immediately with no player notification — vehicles stop and radios go quiet without warning. - Vehicle suppression All entities with a SCR_FuelManagerComponent that have fuel at the time of the pulse are drained to zero. Original fuel levels are stored as percentages and restored exactly when the EMP expires. Vehicles already out of fuel are ignored and unaffected by restoration. - Radio suppression All player radio items are powered off via BaseRadioComponent. SetPower(false). Only items that were powered at the time of the pulse are tracked; they are powered back on automatically when the EMP expires. - Configurable duration EMP duration is set per-action in Workbench via the m_iEMPDuration attribute. Default 600 s (10 min). Supports up to 1800 s (30 min) or any value required. Full auto-restoration fires via CallLater when the timer expires — no GM interaction needed to clear it. - Stacking prevention The action hides itself in the GM context menu while an EMP is active. A second EMP cannot be triggered until the first has fully cleared. - Custom icon emp.edds — electric orb with plasma tendrils ({3C8AADBA55D4F633}) Requirements - Silence_QOL_Fixes must be loaded alongside this mod. The EMP context action is registered through QOL's GM context menu system (TempEdit.conf). Both mods must be active for the action to appear. EM model credits: "Sci-fi Compact-Radar" (https://skfb.ly/oJFQr) by JazOone is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).