Arma 3
KJW's Radiate
303 Comments
KJW  [author] 21 Oct @ 8:05pm 
KAT compatibility is not guaranteed as it is made poorly. Any features of this mod broken by KAT are an issue with KAT breaking parts of ACE and hoping you don't notice.
Hanna 21 Oct @ 6:52pm 
hey, I have antistasi with ace, KAT adva,ced med. Is it compatible?
KJW  [author] 13 Aug @ 2:39pm 
It is not
AlexpapuBasado 13 Aug @ 1:04am 
I understand, but I'd like to replace it with a custom one. I'd like to know if that's possible. Thanks for your answer.
KJW  [author] 12 Aug @ 8:34am 
@AlexpapuBasado the geiger counter sound is recorded off of an actual geiger counter
AlexpapuBasado 11 Aug @ 8:38pm 
Hi, great mod :D. I'd like to know if you could add the "classic" Geiger counter sound? Or if there's a way to replace the sound in the PBO.
Marki 6 Jun @ 7:34am 
Understood, from what I understand it works in levels of 0-4 nothing, 5-500 chance of damage and 500+
KJW  [author] 6 Jun @ 6:10am 
It is all in the documentation for ionisation
Marki 6 Jun @ 5:17am 
Alright. How does it work? I couldnt find documentation on the numbers
KJW  [author] 6 Jun @ 4:05am 
There is no "damage", it influences HR and blood
Marki 5 Jun @ 11:53pm 
How much damage does radiation do per cpm?
KJW  [author] 5 Jun @ 4:11pm 
ace medical does not have "lethal", all damage is damage
Marki 5 Jun @ 2:59pm 
What are the lethal or damaging levels of radiation for alpha, beta and gamma in this mod?
Nigel 5 Feb @ 2:43pm 
Works, thanks. Sorry to bother.
Nigel 5 Feb @ 2:20pm 
I repaired it earlier and had the same issue but I'll try reinstall and check then, thanks.
KJW  [author] 5 Feb @ 8:11am 
Repair your mod. This was updated over a week ago after ACE update broke it
Nigel 5 Feb @ 7:54am 
Hi, having some issues where a debug menu is constantly on which removes most of the 'Escape > Configure' options and any ACE interaction. Errors messages also consistently show.
KJW  [author] 25 Nov, 2024 @ 8:29pm 
It was fixed by KAT
AAK2020bomber 25 Nov, 2024 @ 8:48am 
What is the situation on this mod? is it fixed or still broken?
KJW  [author] 9 Oct, 2024 @ 6:06pm 
This mod has been broken by KAT Medical. They arbitrarily removed a piece of third party interface to ACE, thus breaking three of my mods, as well as the unit mods of two units I am in. I have submitted a pull request for this to be fixed. Please do not report anything further about KAT Medical to me, it must be sent to the KAT team.
KJW  [author] 27 Sep, 2024 @ 11:03am 
just kat
derpymemeo 27 Sep, 2024 @ 7:28am 
does this mod work with ACM or just with KAT?
KJW  [author] 20 Jul, 2024 @ 10:18am 
yes, read the wiki
garangus1 20 Jul, 2024 @ 9:50am 
Yo dude wondering if the basegame CBRN works to protect from radiation?
KJW  [author] 17 Jul, 2024 @ 12:52pm 
yes
thugzi 17 Jul, 2024 @ 9:07am 
does it work in multi?
KJW  [author] 13 Jun, 2024 @ 5:41am 
it runs based off of ace medical's updatevitals so that is not possible without those units having broken medical
NSAplsdon't 12 Jun, 2024 @ 5:31pm 
So I figured out why I didn't get it to work with ai. Apparently it only affects ai units placed after mission spawn and not non player characters placed in the editor
KJW  [author] 6 May, 2024 @ 9:49am 
wait patiently
NSAplsdon't 6 May, 2024 @ 9:22am 
hey how does this work with AI, I cant seem to get them to be affected by radiation sources
Vulpes 7 Apr, 2024 @ 10:17am 
Awesome! That makes it even better. Thanks again mate!
KJW  [author] 4 Apr, 2024 @ 6:58am 
@Vulpes yes and yes. you can check the classname of the item in config viewer for KJW_MedicalExpansion_PPE value, is a percentage of radiation blocking
Vulpes 4 Apr, 2024 @ 6:43am 
Hey, awesome mod! Just a quick question I couldn't find an answer on the wiki. Does the CBRN gear of the Contact DLC decrease accumulation of radiation? If yes, are there differences between the different kinds of gear, like a self contained breathing apparatus would work better than a filter mask?
RudyRedTop 24 Mar, 2024 @ 1:58pm 
ohh my bad, I hadn't looked further into this since before the KAM compatibility.
KJW  [author] 24 Mar, 2024 @ 1:04pm 
read the wiki, theres already medications for it
RudyRedTop 24 Mar, 2024 @ 12:39pm 
Is there any way to add consumable items that would reduce incoming radiation exposure or remove rads like Rad-X or Rad-away from the fallout games?
KJW  [author] 22 Mar, 2024 @ 5:00pm 
@DireStatus -- already fixed need to publish it
DireStatus 22 Mar, 2024 @ 3:56pm 
Maybe it is just me but why is it that on my own lan server in zeus I can see the modules and can use them however when i load up on my dedicated server and even login as admin I only see the kjw expansion.

If this is a bug pls fix..... other than that this mod is great mate!
KJW  [author] 26 Feb, 2024 @ 5:50am 
@#DNy the Beast compats are done in medical expansion core now
DNy the Beast 26 Feb, 2024 @ 4:20am 
Where is the KJW_Radiate_GlobMob_Compat?
KJW  [author] 22 Feb, 2024 @ 11:22pm 
@Bund depends how the mod author has done it.
Piligrim 22 Feb, 2024 @ 3:59pm 
there are mechanic of filters, is it will be compatible? its looks greate together
KJW  [author] 22 Feb, 2024 @ 12:46pm 
@Bund you can make a compatibility patch for it yourself
Piligrim 22 Feb, 2024 @ 12:11pm 
I saw a mod on Steam with cbrn in which gas masks have filters that last for an hour, and while they work there is protection. This is the kind of function I would like in a mod
KJW  [author] 22 Feb, 2024 @ 11:44am 
??
Piligrim 22 Feb, 2024 @ 10:14am 
is it working with gasmask? search version for gasmask+filter+antigas injector
KJW  [author] 14 Feb, 2024 @ 4:52pm 
Hello everybody! This mod is getting its rewrite released in a week. Missions set up for the old version of Radiate WILL be broken!
KJW  [author] 5 Feb, 2024 @ 8:28am 
@zniper98 - no
zniper98 5 Feb, 2024 @ 6:57am 
Hi!
I'm trying to make a version of this mod for my local group that would work without ACE Medical. So far my idea is to just treat players exactly as AI, but I was wondering if you, @willkmj had any input on should I even try to make anything else work without ACE?
The reason we don't use ACE Medical is that the modpack we currently have is way too big already, and apparently that breaks it way too much.
Sorry for troubling, and thanks in advance!