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Just take the wall clipping zombies, or more correctly making the code for this is a huge task and is why this is not been implemented yet most likely. I guess this will be something similar to add or make depending on how this should interact with the game.
But I don't quite see the sense of it in DayZ. Maybe near a power plant or something, but not just random zones all over the map. There's no story to back that up, anyway. Why would there be radiation?
I've played Stalker too... The reason that I played Day Z SA and every other game that I own is because it's something that's a little different. I don't want too keep playing games that are clones of each other. Where's the innovation? By your rational, by the sounds of it, you'd save the game by turning it into stalker. Why not add a big boat where we can all go and buy weapons and trade in perfect harmony, oh wait... Riffy, damn it. After selling 1.7 million copies at £20 each and eastimating aroud £34 million, I don't think that the game "Needs" saving.
.... somewhere in the middle of the map . . .
seems like it's there for a reason . . ...
Radiation or chemicle, spills, any nuclear power plant that is left unattended will eventually melt down thus radiation. Just about any industrial plant uses dangerous chemicles that can leak if damaged or non maintained,
But I it's not really something for DayZ. You should do what I do, and look into Survarium[survarium.com], developed by mostly the same people that did S.T.A.L.K.E.R..
Rather than looking into Radiation Zones, you'd be better off in Day Z SA looking into some sort of toxic chemical spillage in natural water sources etc... That have a risk of contaminating players with a mutagenic virus. Just my thought's, but it ties in better with Day Z's theme. Also, if it does go the same way as the Epoch Mod, which I am expecting it too, it will pathe the way to introduce an innoculation against the virus, thus explaining why Chernarus is, at some point, habitable once again.