Arma 3
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AZCoder Radiation
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
378.181 KB
2 Sep, 2021 @ 1:32pm
23 Mar, 2022 @ 9:05pm
12 Change Notes ( view )

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AZCoder Radiation

Description
This is a mission-maker addon allowing you to place radiation zone modules on a map. As with any tool added to Steam, the quickest way to find it is to right click on it in Arma 3 Launcher and "Open Folder" to bring it up. A simple example mission is included.

AZC_Radition was written for SP missions. I don't know a lot about MP/COOP scripting. If you do test this in coop, let me know if it works. While this mod was written so that it will cause radiation damage to any AI in the danger zone, it only works when the player is within double the outer range of the radiation. The reason for this is partly performance, and partly to keep AI from dying off in an area the player has not visited yet.

REQUIRES:
- CBA (for custom keybinding and extended event handlers)

FEATURES:
- radioactivity calculated in milliSieverts, based on the fact that 4000 mSv is super lethal and anything over 800 mSv is going to harm any character on the map ... in reality just 1 mSv can potentially cause long term health damage, but in the scope of a mission that won't do anything
- Geiger counter device with working display (auto appears when needed, vanishes when not)
- AI and the player can get sick from radiation with simulated vomiting effects
- AI will not stupidly stand in heavy radiation and will retreat from the area if they can (sometimes they will heal themselves first and still die)
- written to simulate radiation zones around Chernobyl, using inverse square law distance so the power drops off radically from the source
- Fallout flag which allows for radiation over a large area by reducing the rad output, so there is not much dropoff away from the source
- vehicles cut exposure in half (yes it's a poor man's way of calculating exposure so even riding a bicycle will help you survive)
- vomit effect is based on the water leak particle effects by ALIAS, he gets full credit, I only adjusted position, color, and sound
- vehicles will take damage at a reduced rate up to 80% max damage (for simplicity it does damage to the vehicle as a whole)
- Geiger noise can be shut off with customizable shortcut (Shift-Z by default)

HOW TO USE:
1) F5 -> Environment -> Radiation Zone, place where you want the source of radiation
1a) set Radiation Level in milliSieverts
1b) Check Fallout if you want radiation spread over a large area. This is intended for nuclear fallout.

2) You want to set radiation on specific object placed on the map instead of using the module
2a) edit the map object and place this in the INIT box:
0 = [this,650,false] spawn AZC_fnc_SetRadiationZone;
Params: object, mSv, fallout flag

As a side note, radiation under 400 mSv will cause the basic warning sound on the Geiger Counter. 400-800 mSv is a stage 2 warning. 800+ mSv gives the highest stage 3 alert.

HOW TO CONFIGURE SHORTCUT KEY:
1) Preview mission
2) Esc -> Options -> Controls -> Dialog box appears. Near the bottom is Configure Addons.
3) Configure Addons -> "AZC Geiger Sound" in the ADDON dropdown -> change the binding -> OK

While you can overlap radiation zones, it is best to avoid doing so. It can be confusing for the player and might have unforseen side effects. In testing it seems to work ok, but I will not support problems caused by it. You may be asking, how do I know if they overlap? Only method I use is to walk to each radiation point and make sure the geiger reading falls off before entering the next zone.

CBRN gear will provide protection against radiation based on facemask and suit. If you wear just one or the other, only some protection is provided because:
a) no mask, you are breathing in contaminated particles
b) no suit, your skin is being bombarded by gamma radiation

If you wear just a mask (or suit) then damage is reduced to 10%. If you wear both (full protection) then damage is reduced to 1%. It is impossible to be fully immune to gamma radiation but full protection will allow for extended forrays into heavily radiated zones before getting sick.

Also, if wearing neither mask or suit, then damage starts at 400mSv. The suit and mask combined provide protection up to 800mSv, plus the 1% multiplier on final damage.

Currently this addon recognizes any face mask with any of these substrings within it:
"AirPurifyingRespirator","RegulatorMask","Gas_mask","JSHK_contam_mask"

Also any outfit with any of these substrings:
"CBRN_Suit","JSHK_contam_suit"

For example, PMK's PMK_1_Gas_mask_B1_F will be recognized as face protection, in addition to all JSHK suits, and all Contact DLC related protective gear.


Historical Radiation Levels
- Inside the containment dome of 3-Mile Island was around 100 Sv during the 1979 accident. 4 Sv is fatal.
- Chernobyl reactor core #4 in 1986 measured around 300 Sv/hr (3 times 3-Mile Island).
- Hiroshima may have had around 10 Sv within a mile of the blast center, that's 10,000 mSv. While not as high as 3-Mile Island or Chernobyl, it was spread over a large area.

Special Thanks
- Alias for his water effects scripts and giving the OK to make vomit from it.
- Vomit sound is from freesoung.org -> 246308__vikuserro__vomiting

DISCLAIMER / LICENSE:
I am not responsible for any damage caused by this addon. While the radiation is simulated, it may cause you to sit too close to your monitor. Please game responsibly.

This is licensed under the APL-SA license. Feel free to share it, use it in your missions, whatever. I just want credit as the creator if you do.
31 Comments
Termi62 28 Jun, 2023 @ 1:23am 
after death, it does not work anymore and the ms counter remains displayed , i use object with in init 0 = [this,750,true] call AZC_fnc_SetRadiationZone;
AZCoder  [author] 28 Oct, 2022 @ 9:17am 
@Laurent, sorry for delay, I had a wacky virus that disabled a hand. I just tested this and not getting any errors. I pasted your code into both a game logic and a drone that I put near the player. Both work as expected. Make sure you only paste "0 = [this,650,false] spawn AZC_fnc_SetRadiationZone;" into the init box. The params part is just for human comprehension.
AZCoder  [author] 14 Oct, 2022 @ 12:03pm 
I'll try to look this weekend, refresh my memory on it.
Draupnir 12 Oct, 2022 @ 3:29am 
unsure if i did anything wrong but putting:

0 = [this,650,false] spawn AZC_fnc_SetRadiationZone;
Params: object, mSv, fallout flag

into the init states there is an invalid number in expression, unsure what to do myself since i dont really know how to code or akin
is there any fix for this?
murph8225 25 Sep, 2022 @ 10:38am 
how can you get it in zeus
Huntermist 17 Mar, 2022 @ 3:24pm 
no worries thanks for the consideration
AZCoder  [author] 17 Mar, 2022 @ 2:42pm 
Sorry been busy with campaign work. I added the SEVA parts. I did not test it. Some of this is getting a bit complicated because some parts only work with particular parts, and originally I just had to match up "goggles" to "uniforms". Therefore there could be illogical inconsistencies within the STALKER CBRN mod in relation to this mod.
Huntermist 1 Mar, 2022 @ 4:44pm 
Hey sorry to ask again but when i was doing some testing i noticed anything with the "SE_SEVA_" in its classname wasn't acting as a CBRN suit (in stalker lore the SEVA suit is a CBRN suit). there is also a face piece that goes with this suit called SEVA Suit Visor ( "SE_SEVA_Visor" ) to fit its hood.
if you are willing can you make it so anything with the "SE_SEVA_" is considered a CBRN suit (there is 9 suits with the "SE_SEVA" substring) and the Seva suit visor be considered a gasmask?
Huntermist 1 Mar, 2022 @ 2:06pm 
thank you much
AZCoder  [author] 1 Mar, 2022 @ 1:59pm 
Support has been added for STALKER CBRN Equipment.