DayZ
Radiation Zone
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Update: Nov 3, 2021 @ 1:45am

FIXED

Undefined function 'BuildingBase.SetLockALP'

Update: Nov 3, 2021 @ 12:29am

(ver 2.084)

ADDED

  • option to set up filter efficiency

CHANGED

  • tweak toxic protection. In case of "HeadgearsDetermineBodyProtection": 1 is now weight 30 % for respiratory and 70 % for body where body protection is determining by total headgear protection level
  • the way of getting EXP for natural resitance (radiation, chemical) was changed. Your EXP are increased when you get doses or chemical poisoning into body. Total doses are reduced by already gained natural resistance. So with higer level is much harder to getting progress


FIXED

  • issues with items contamination. Now it should work properly


HOW TO SET UP FILTER EFFICIENCY

This is optional setting. If you leave it untouched all will work as before.

For setting filter efficiency just add new line to considering items (ProtectionBonuses.json).

E.g.

[ { "type": "GasMask_Filter", "filterefficiency": 0.95 }, { "type": "GasMask", "biological": 1.0, "chemical": 1.0, "radiation": 1.0, "filterefficiency": 0.90, "hasdosimeter": 1 } ]

In case of all other body parts has 100 % protection final protection will be:

GasMask_Filter

98.5 % = respiratory(0.95) * 0.3 + head(1) * 0.2 + body(1) * 0.3 + hands(1) * 0.05 + legs(1) * 0.1 + feet(1) * 0.05;


GasMask

97 % = respiratory(0.90) * 0.3 + head(1) * 0.2 + body(1) * 0.3 + hands(1) * 0.05 + legs(1) * 0.1 + feet(1) * 0.05;

Update: Oct 31, 2021 @ 10:25am

(ver 2.083)

FIXED

  • mask with integrated filter now works properly in contaminated area

Update: Oct 27, 2021 @ 9:52am

(ver 2.082)

ADDED

  • option to set up headgears for determining whole body protection. Available through variable "HeadgearsDetermineBodyProtection" in ND_MS_Radiation.json. Just set it to 1 for enabling.

CHANGED

  • VirtualHud class is not used in Radiation Zone anymore

FIXED

  • issues with measuring radiation on client side
  • russian translation bug (buy/sell)


HINT FOR SETTING of ND_MS_Radiation.json

... "GeigerSoundEffect_Radiation_Low": 10, "GeigerSoundEffect_Radiation_Medium": 100, "GeigerSoundEffect_Radiation_High": 200, ... "RadiationLimitToContamineItems": 10, "RadiationLimitDegradingAttachments": 100, ...

* this setting could help players to survive in radiation throug Geiger-Counter

Update: Oct 26, 2021 @ 12:10pm

(ver 2.08)

ADDED

  • showing missions markers in map generated by mod "BasicMap" (works automatically after addding BasicMap)

  • spawning contamined zones through my mission system

  • option to set up items contamination while staying in high radiation. It also enable new liquid "CONTAMINATED WATER" in this area too. To decontamination items is necessary use decontamination shower. Food can be excluded from decontamination (option)

  • option to set up damage to suits while staying in strong radiation

  • added "Toxic resistance" skill

  • added icon showing protection against chemicals (works similar to radiation protection)

CHANGED

  • radiation disease can cause infection

  • natural resistances affect recovery time from radiation doses and chemical poisoning

  • the way of calculating protection against radiation. First of all the file "RadiationSuit.json" is now obsolete and no more needed. New config file for overriding default values is "ProtectionBonuses.json". Radiation protection is calculated individually for each body part. Your final protection is set to max value from the natural resistance and suit protection. Radiation sick indicator was changed to DayZ default disease icon. Personal dosimeter shows received radiation through colored icon exclude of Geiger-Counter.

  • the way of calculating protection against chemicals. Without valid filter you won't suffer bleeding, just coughing

FIXED

  • many small bugs :)

  • labels on expired life insurance

  • spawning helicrashes events through ND mission system


CONTAMINED AREAS

How to set up option

Add this code to your config file "ND_MS.json".

{ ... "EnableSafePosition": 0, "UseDefaultSafePosition": 0, "SafePositions": [], "ArtilleryPositions": [ [ -500.0, 165.0, 5231.68994140625 ], [ -500.0, 300.0, 9934.41015625 ], [ 10406.8603515625, 192.0, 15860.0 ], [ 4811.75, 370.0, 15860.0 ], [ -500.0, 453.0, 15860.0 ] ] }

  • "EnableSafePosition" - option to disable feature which teleports player to safe place when joined into dynamic toxic zone
  • "UseDefaultSafePosition" - 0 means using vannilla coordinates of "safe place"
  • "SafePositions" - an array with coordinates of "safe place" (x,y)


How to create misison


This is just an option how to manage vanilla contamined areas through my mission system. To enable it just add this code to your mission file:

{ ... "contaminedAreas": [ { "positionOffset":50, "timeOffset":0, "chance":0.25, "Area": { "AreaName": "Ship-SW", "Type": "ContaminatedArea_Dynamic", "TriggerType": "ContaminatedTrigger_Dynamic", "Data": { "Pos": [ 0, 0, 0 ], "Radius": 100, "PosHeight": 22, "NegHeight": 10, "InnerRingCount": 1, "InnerPartDist": 50, "OuterRingToggle": 1, "OuterPartDist": 50, "OuterOffset": 0, "VerticalLayers": 0, "VerticalOffset": 0, "ParticleName": "graphics/particles/contaminated_area_gas_bigass" }, "PlayerData": { "AroundPartName": "graphics/particles/contaminated_area_gas_around", "TinyPartName": "graphics/particles/contaminated_area_gas_around_tiny", "PPERequesterType": "PPERequester_ContaminatedAreaTint" } } } ] }

  • "positionOffset" - this value allow mission to be more dynamic. 0 means spawning mission at exact place.
  • "timeOffsetpositionOffset" - postpone creating toxic zone (in seconds).
  • "chance" - chance for creating toxic zone.
  • "Area" - this class has same structure and function like in vanilla DayZ. Except of variable "Pos", which represents reltive coordinates to your mission.


ITEMS CONTAMINATION

Add this code to your config file "ND_MS_Radiation.json" or adjust already added lines in case of second server run.

"RadiationLimitToContamineItems": 50, "EnableFoodDecontamination": 0,

RadiationLimitToContamineItems - minimal radiation strength to contamine items

EnableFoodDecontamination - it takes values 0/1

DECONTAMINATION

By decotamination shower

Just use go into the yellow medical tent with show (default DayZ structure - Land_Medical_Tent_Shower) and run the action "Decontamination"

TOXIC RESISTANCE

How to enable

Add this code to your config file "ND_RP.json".

{ ... "EnableSkillToxicResistance": 1, "ZombiesResistToxicity": 1, ... }

ND_RP_ToxicResist.json

This new config file is created at first server run.

DAMAGE SUITS WHILE STAYING IN RADIATION

Edit config file "ND_MS_Radiation.json". Add these lines or edit values in case of second server run (lines was added at first server run).

... "RadiationLimitDegradingAttachments": 50, "DamageToAttachmentsCoef": 0.01, "DamageToAttachmentsExponent": 0.3

To enable damaging suits while staying in radiation just set up "RadiationLimitDegradingAttachments" higher then 0. This values represents minimal radiation strength for applying damage.

Estimated damage = ( RadiationLimitDegradingAttachments - RADIATION ) ^ DamageToAttachmentsExponent * DamageToAttachmentsCoef


ProtectionBonuses.json

Blank file is created automatically after first server run.

There is an example of it:

[ { "type": "NBCJacketGray", "biological": 1.0, "chemical": 1.0, "radiation": 1.0, "hasdosimeter": 0 }, { "type": "NBCHoodGray", "biological": 0.5, "chemical": 0.5, "radiation": 0.5, "hasdosimeter": 0 } ]

Update: Sep 30, 2021 @ 10:06am

(ver 2.061)

CHANGED
  • enabled NV tweaks while staying in radiation

FIXED
  • reported issues

Update: Sep 29, 2021 @ 9:37am

(ver 2.06)

FIXED
  • compatibility issues with DayZ 1.14 (temporarely disabled NV tweaks while staying in radiation)

CHANGED
  • disabled inputs while staying in player‘s menu

Update: May 24, 2021 @ 12:58pm

(ver 2.04)

ADDED

  • option to save stats without LI (life insurance). It is enabled by variable "SavedStatsWithoutLI:" 0.5, in ND_RP.json (takes float value from 0 to 1). Value 0.5 means saving 50 % gained EXP

Update: May 14, 2021 @ 7:57am

(ver 2.03)

ADDED

  • colored vehicle keys (retextured by DeadShot, THX again mate :) )
  • polar bear pelt, its className is alp_PolarBearPelt and works only with "Namalsk Survival"

CHANGED

  • lard can be used like a fuel. It allows you make a fireplace with it too
  • postponed spawn AI/NPC to avoid massive server lag on mission start

FIXED

  • prevents eating new cans while wearing mask in case of "MaskPreventConsume": 1, in ND_RP.json


Add to your types.xml (colored vehicle keys)
<type name="alp_CarKeyBlue"> <nominal>0</nominal> <lifetime>7200</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> <category name="tools"/> <tag name="shelves"/> </type> <type name="alp_CarKeyGreen"> <nominal>0</nominal> <lifetime>7200</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> <category name="tools"/> <tag name="shelves"/> </type> <type name="alp_CarKeyYellow"> <nominal>0</nominal> <lifetime>7200</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> <category name="tools"/> <tag name="shelves"/> </type> <type name="alp_CarKeyWhite"> <nominal>0</nominal> <lifetime>7200</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> <category name="tools"/> <tag name="shelves"/> </type> <type name="alp_CarKeyPurple"> <nominal>0</nominal> <lifetime>7200</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> <category name="tools"/> <tag name="shelves"/> </type> <type name="alp_CarKeyBrown"> <nominal>0</nominal> <lifetime>7200</lifetime> <restock>0</restock> <min>0</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="1" deloot="0"/> <category name="tools"/> <tag name="shelves"/> </type>

Update: May 7, 2021 @ 5:19pm

(ver 2.02)

ADDED

  • radiation affects NVG. It is available through variable "RadiationAffectsNVG": 1, in ND_MS_Radiation.json