Arma 3
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JSHK Contamination Area Mod
 
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Data Type: Mod
File Size
Posted
Updated
2.765 MB
Jun 10, 2017 @ 11:06pm
May 29 @ 5:57am
9 Change Notes ( view )

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JSHK Contamination Area Mod

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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 and CBA even though the main mod does not depend on them!!!


CURRENT VERSION: v0.5.5

Biggest change notes for this version:
-Fixed a multitude of issues related to dedicated MP


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 (2)
2
May 30 @ 10:44am
PINNED: Concepts and Ideas Thread
J.Shock
< >
137 Comments
J.Shock  [author] Jul 16 @ 11:54pm 
@L.Smith: No, I haven’t had much time recently do look at much of anything again. I’m probably going to have to rework some of the features from the ground up to open the door to other possibilities with ACE and other stuff.
L.Smith Jul 16 @ 11:03pm 
Hey, may I ask how that ACE indicator for contamination going?
Not A Weeb Jul 13 @ 11:49am 
@J.Shock: well sorry. Maybe i confused with other mod
J.Shock  [author] Jul 13 @ 1:47am 
@Revolver Ocelot: That’s probably due to the fact my mod doesn’t have an antivirus drug.
Not A Weeb Jul 12 @ 3:59am 
I tried to use antivirus drug but nothing happen...
J.Shock  [author] Jun 17 @ 2:08pm 
@EZGA TheUltraNoob: A proper classname defined in the gear module.
EZGA TheUltraNoob Jun 17 @ 11:29am 
@J.Shock what is required for a mopp 3 vest
J.Shock  [author] Jun 7 @ 5:31pm 
@Sonic1305: Not at the moment, I’ve had a number of requests for that though, so I’ll look into it.
Sonic1305 Jun 7 @ 4:24pm 
Is there a way to change the sound of the detector to a real geiger counter sound?
J.Shock  [author] May 30 @ 10:41am 
@Sol [M.A.R.K]: Thanks for the feedback once again, happy I’ve finally got most the important stuff working. As far as setting the MOPP level, MOPP zero isn’t suppose the hurt anyone, it’s just to have a detectable contaminated zone (think searching for some sort of special signal or similar). As far as MOPP 1-3 make sure you have the mask and gear modules down and have something defined for each gear type (mask, uniform, vest) if you plan on using them, otherwise it will be impossible to remain safe from the zone. MOPP 4 shouldn’t be an option at the moment unless I forgot to take it back out. The mask can be either headgear or goggles but make sure to define which in the mask settings modules. If the problem persists it may be a classname issue or if it’s something else entirely I would prefer you send me all your stuff along with RPTs (client + server) with the debug module enabled. If the latter email me: shockawe1121@gmail.com