Arma 3
AZCoder Radiation
33 Comments
AZCoder  [author] 22 Nov, 2024 @ 8:14am 
I don't have any plans for it. Is there a bug?
LT PREDATT0R 21 Nov, 2024 @ 10:17pm 
will you ever update this again?
Termi62 28 Jun, 2023 @ 1:23am 
after death, it does not work anymore and the ms counter remains displayed , i use object with in init 0 = [this,750,true] call AZC_fnc_SetRadiationZone;
AZCoder  [author] 28 Oct, 2022 @ 9:17am 
@Laurent, sorry for delay, I had a wacky virus that disabled a hand. I just tested this and not getting any errors. I pasted your code into both a game logic and a drone that I put near the player. Both work as expected. Make sure you only paste "0 = [this,650,false] spawn AZC_fnc_SetRadiationZone;" into the init box. The params part is just for human comprehension.
AZCoder  [author] 14 Oct, 2022 @ 12:03pm 
I'll try to look this weekend, refresh my memory on it.
Luthyne 🐲 12 Oct, 2022 @ 3:29am 
unsure if i did anything wrong but putting:

0 = [this,650,false] spawn AZC_fnc_SetRadiationZone;
Params: object, mSv, fallout flag

into the init states there is an invalid number in expression, unsure what to do myself since i dont really know how to code or akin
is there any fix for this?
murph8225 25 Sep, 2022 @ 10:38am 
how can you get it in zeus
Huntermist 17 Mar, 2022 @ 3:24pm 
no worries thanks for the consideration
AZCoder  [author] 17 Mar, 2022 @ 2:42pm 
Sorry been busy with campaign work. I added the SEVA parts. I did not test it. Some of this is getting a bit complicated because some parts only work with particular parts, and originally I just had to match up "goggles" to "uniforms". Therefore there could be illogical inconsistencies within the STALKER CBRN mod in relation to this mod.
Huntermist 1 Mar, 2022 @ 4:44pm 
Hey sorry to ask again but when i was doing some testing i noticed anything with the "SE_SEVA_" in its classname wasn't acting as a CBRN suit (in stalker lore the SEVA suit is a CBRN suit). there is also a face piece that goes with this suit called SEVA Suit Visor ( "SE_SEVA_Visor" ) to fit its hood.
if you are willing can you make it so anything with the "SE_SEVA_" is considered a CBRN suit (there is 9 suits with the "SE_SEVA" substring) and the Seva suit visor be considered a gasmask?
Huntermist 1 Mar, 2022 @ 2:06pm 
thank you much
AZCoder  [author] 1 Mar, 2022 @ 1:59pm 
Support has been added for STALKER CBRN Equipment.
Huntermist 26 Feb, 2022 @ 8:54am 
sweet thank you!
AZCoder  [author] 26 Feb, 2022 @ 8:49am 
Sure. Give me a couple days.
Huntermist 25 Feb, 2022 @ 9:29pm 
would it be possible to get support for "STALKER +CBRN EQUIPMENT" or possibly have it so users can program in custom mask and uniforms like JSHK. Im really trying to find a replacement for JSHK cause im running a few STALKER operations with some friends and im really loving this mod

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1996610193&searchtext=cbrn
AZCoder  [author] 23 Feb, 2022 @ 2:52pm 
yeah ignore the contained radius, that's just for rooms and not very user friendly ... hopefully the fallout option will provide the experience needed
ketanna6873 23 Feb, 2022 @ 1:02pm 
ignore my last, i deleted the original question and rewrote before seeing your reply. thanks brother
ketanna6873 23 Feb, 2022 @ 1:00pm 
Hey AZCoder, I have been playing with this mod and love it. I have one issue... either its not working right or im an idiot. What i want is to build a mission that has players seeking out a dirty bomb using the geiger counter. Before the bomb explodes i want a low yield detection that radiate from object center up to 100 meters. The issue im having is when I adjust any of the contained radius i get either no radiation or max level radiation, (the hint suggest, i can set a max radius that allows the radiation to proportionally get higher the closer to the center). Am i missing something or miss reading the hint. Thank you for a great twist on radiation zones, great work and thanks in advance for your help
AZCoder  [author] 23 Feb, 2022 @ 12:40pm 
The basic functionality is based on real world dropoff of radiation readings from source, so if you want a really high and dangerous value, you will detect it from 20 to 30 meters. You can just raise the milliSieverts up to whatever you need to get the range of detection to increase (like 2000 mSv will have a good detection range). If you don't want the source to have a high value, then click the 'fallout' option which distributes the curve over a larger area. Only use that if you want a lower reading at the source because it really spreads out the area of detection. And thanks!
AZCoder  [author] 13 Dec, 2021 @ 9:04am 
I am working through Shadow Fall v2.0 and find things that I need for the campaign, like an underground radioactive water area, flying objects that are radioactive, etc. For that I update this.
little andy 12 Dec, 2021 @ 12:48pm 
neat, didnt know you were still updating this
cheers
AZCoder  [author] 11 Dec, 2021 @ 2:04pm 
Added new grain effect and also ability for radiation source to move around (see change notes).
AZCoder  [author] 24 Nov, 2021 @ 7:53am 
I only do single-player. This was written for my campaigns. It might work ok, but someone that knows coop/MP would have to test it.
avry 22 Nov, 2021 @ 6:11pm 
Have you tested coop / mp lately? or is it still untested
AZCoder  [author] 14 Nov, 2021 @ 10:43am 
I have updated this with the suggestion from Denis. mSv is now reduced by mass applied to an algorithm that I made up. I tested a few vehicles, one had 3x it's actual mass, but otherwise looked pretty good. The M1A2 offers incredible protection, and the bicycle almost none.
AZCoder  [author] 14 Nov, 2021 @ 9:33am 
@Denis that's a very interesting idea. Will need to see if the mass is accurate on vehicles or just some lazy number LOL. You never know, but I will check it out.
Denis 14 Nov, 2021 @ 5:18am 
@AZCoder maybe you can make it dependenton vehicle mass (weight), bike less, tank more
AZCoder  [author] 11 Sep, 2021 @ 4:27pm 
To simulate a large area spread, just check fallout and use a non-lethal value at the source. You are free to re-engineer it for your purposes. Changing it to distance would be a great deal of work that I will not do.
Rowdy 9 Sep, 2021 @ 5:27am 
can you add a distance meter to the radiation module, id like a wide area to have relatively low radioactivity
Joker 5 Sep, 2021 @ 5:08pm 
@AZCoder ran at 1080p on a 16:9 monitor. I also ran with 100% sampling and fullscreen window. Hope this helps :)
AZCoder  [author] 5 Sep, 2021 @ 4:39pm 
@GCodeman - it was a nice idea, however every motorcycle and bike I tested is registered as a car. Maybe I will create a classlist of known vehicles that get no protection, including 4-runners. That would be limited to mods that I use though.

@Joker - if you read this, could you tell me what resolution you ran at, including aspect ratio? That was a really hard feature to do. My tester was on a 1680 res monitor at 16:10 and it was way off until I learned how to sub-class the display inside the main device and use relative positions. I also tested at 1K and 2K at 16:9. Those 3 scenarios worked for us. Not sure it matters, but I also run 100% sampling and fullscreen window.
GCodeman 3 Sep, 2021 @ 1:19pm 
If you are interested, BIS_fnc_objectType should be able to filter out vehicle types to remove radiation protection from bikes/motorcycles.
Joker 2 Sep, 2021 @ 5:28pm 
Awesome stuff! Really glad you made this a standalone thing.

I did some testing of it in a few different environments and here's what I found:

1. It does work in both single and multiplayer environments, however if you respawn at any point, get teleported or enter zeus mode then it will stop working entirely.
2. All the masks and gear mentioned function as described above, including the JSHK stuff.
3. I found that the screen with the readings was slightly misplaced (off to the left and slightly up) of the main counter that appears, but this doesn't seem to cause any issues other than a visual one.
4. The radiation will do vanilla damage, not ACE damage if you have ACE installed (for anyone looking to use this with ACE)

Overall its a very simple to use and fun mod that I think really adds a lot to certain missions without too much trouble to set up. Thanks again for making it public!