Arma 3
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JSHK Contamination Area Mod
   
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Data Type: Mod
File Size
Posted
Updated
2.919 MB
Jun 10, 2017 @ 11:06pm
May 21, 2020 @ 7:52pm
11 Change Notes ( view )

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JSHK Contamination Area Mod

In 1 collection by J.Shock
JSHK Addons and Missions
3 items
Description
What does this mod do exactly?
This mod enables you to simulate a biological attack (or anything in your imagination) within a user defined/placed area and the only way you can make it through it is if you have a certain set of gear (all user defined). This mod is modular and allows you to define any headgear/goggles/uniform/vest (check features list for more details) to be considered necessary gear for traversing the area and there is a detector with sounds when you are in the area (similar to a Geiger counter) so you know if you need to have your gear on or not.

Notes:
-Make sure that the classnames for the gear DO NOT have quotations in the module input and separate each class with a comma.
-To bring up your detector, make sure it is in your active inventory (the watch slot) and press your WATCH key (default is 'O')
-If you have ACE enabled there won't be any real damage to the player over the course of the "time to death" until you reach the end when the player will go into a state of cardiac arrest. I'm working on adding in some other indicators for ACE and such, but haven't got that far, so the only thing is the coughing noise and eventually death.
-Zeus functionality requires Achilles OR Zeus Enhanced and CBA even though the main mod does not depend on them!!!


CURRENT VERSION: v0.5.6

Biggest change notes for this version:
-Added Zeus Enhanced compatibility and minor Contact Expansion integration


PLEASE CHECK OUT THE CHANGELOG FOR THE MOST RECENT LIST OF CHANGES

And the standard, please report any major issues quickly so I can push an update just as quickly, thank you all.



Please post any issues on the BI forum thread linked below!!!

For a mirror on Google Drive, please look at the link below.


I do not know how much time I can dedicate to this mod and its evolution, but I do hope to push updates with cool new features as time goes along. I appreciate your future patience.


For more details and if you have any questions/suggestions/concerns please go to the BI forum thread linked below:

https://forums.bistudio.com/forums/topic/205673-jshk-contamination-area-mod/
Popular Discussions View All (3)
9
May 26, 2020 @ 12:36pm
PINNED: Concepts and Ideas Thread
J.Shock
0
Jun 8, 2021 @ 3:46pm
Possible Bug
Huntermist
217 Comments
DaramaN Nov 3, 2022 @ 12:24pm 
когда ставишь на карту первый модуль загрязнения то вылазит ошибка в 21 линии . Автор пожалуйста исправь ошибку
_mickey_ May 6, 2022 @ 1:37pm 
I dream that this mod will continue to work - fix the bugs, add the visual effects that were promised. @J.Shok please get back to work! This is the best mod on this topic, unfortunately does not look complete.
SMOKER Feb 27, 2022 @ 9:03pm 
can you add compatibility with the M40 Protective Mask mod??
MadUp_0106 Feb 11, 2022 @ 9:25am 
Hi, sick mod. You have plans to add maybe ammo (like grenades or mortar) to create toxic zones?
Valken Nov 5, 2021 @ 4:41am 
[S.C.] Raptoid Oct 20, 2021 @ 12:59am 
And those wondering why the NATO mask isn't working, my guess is if you spawn as a CBRN unit it actually replaces the mask with the variant that has a hose no matter what you pick in the arsenal, so the classname is different, hence why putting it in the mask setting doesn't work.
[S.C.] Raptoid Oct 20, 2021 @ 12:36am 
So far works in singleplayer with ACE, just popping errors. It will send you uncon and kill you, you can disable them with the debug setting maybe.
_mickey_ Oct 15, 2021 @ 4:13pm 
Unfortunately this mod is not functional and its author has disappeared. Endless mistakes while receiving damage. http://images.vfl.ru/ii/1634336821/2bebb190/36277229.jpg or http://images.vfl.ru/ii/1634336802/ba1a4c65/36277228.jpg Animation of rubbing the eyes, preventing the raising of the weapon, non-functional module of the environment, etc
Joker Sep 1, 2021 @ 6:19am 
Hi there, like the look of this mod but I was wondering if there was work still being done on it? You mention above in the description about adding the functionality to damage the players using ACE over time and I think it would be a really great edition.
Few other points, I noticed that the environmental effects module does not appear to be functioning, but your videos show it working with different effects. Is this more of a work in progress thing or has it been disabled?
Would it be possible to change the sound of the detector, to have something more along the lines of a geiger counter, maybe an option in the module could do this?
Gambit Aug 27, 2021 @ 1:30pm 
Encountering a bug where it doesn't register the contact mod equipment and the detector provided is only a watch. Is it required to run the mod in the contact platform?