Arma 3
AZCoder Radiation
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Update: 23 Mar, 2022 @ 9:05pm

Fixed bug where geiger flashed every 5 secs inside a vehicle.
Some vehicular damage tweaks.

Update: 17 Mar, 2022 @ 2:39pm

Added SEVA suits and visor.

Update: 1 Mar, 2022 @ 1:55pm

Added support for S.T.A.L.K.E.R. + CBRN Equipment
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1996610193

Update: 13 Dec, 2021 @ 1:21pm

Fixed bug where new particle effect would permanently stay on screen after leaving a radiation zone suddenly.

Update: 12 Dec, 2021 @ 11:06am

1) Tweaked amount of damage caused by radiation per second
2) Changed point of sickness to be at 40% instead of 25% damage

Update: 11 Dec, 2021 @ 3:33pm

Fixed a couple minor bugs and added AZC_MAX_EXPOSURE variable to any unit with radiation exposure so that an external script can determine how much was applied to the character.

Update: 11 Dec, 2021 @ 2:01pm

1) There was a visual effect that never worked. Removed it and added a grain effect that fades in when over 400mSV is being received.
2) Changed how location of radiation source is calculated so that now it is possible to attach the radiation module to a moving object. In the init of the radiation module add "this attachTo [mobile_object_name,[0,0,0]]" where mobile_object_name is whatever name you assign to a vehicle or other mobile object.

Update: 28 Nov, 2021 @ 2:04pm

Added new features:
- water only flag, used to make water contaminated and will only have an effect when touching the water
- contained radius, this is for a contaminated area where radiation is equally distributed
- square radius flag, simply causes the area trigger to be square instead of circle
- zRadius, an experimental "c" value for the trigger area, intended to limit vertical height although it is a bit finicky

Update: 14 Nov, 2021 @ 10:38am

Vehicle protection is now based on mass and a math algorithm which reduces the amount of mSv that reaches the occupants. Thanks to Denis for suggesting mass.

Update: 15 Sep, 2021 @ 3:16pm

v1.02 - fixed issue where task notifications were leaving a tiny graphical artifact that looked like an arrow pointing up in the center of the screen. This was caused by a foolish override of the RSC_ControlsGroup.