Epoch 1.0.3 Radiated Zones

Vampire

OpenDayZ Rockstar!
Thought I would leave this here for anyone looking to play with irradiated zones on their map.

variables.sqf has:
Code:
DZE_Quarantine = false;

And the player_spawn_2.sqf has:
Code:
                        if(_outsideMap OR DZE_Quarantine) then {
                                DZE_InRadiationZone = true;
                        };

So you could potentially add a sensor over an area with loot crates...
Code:
class Item0
{
    position[]={X,Z,Y};
    a=100;
    b=100;
    activationBy="WEST";
    repeating=1;
    interruptable=1;
    age="UNKNOWN";
    name="radzone";
    expCond="(player distance radzone) < 200;";
    expActiv="TitleText[""Your Geiger counter starts making noise..."",""PLAIN DOWN""]; DZE_Quarantine = true;";
    expDesactiv="TitleText[""Your Geiger counter is now silent."",""PLAIN DOWN""]; DZE_Quarantine = false;";
    class Effects
    {
    };
};
 
It should work, but you might have to experiment with the size as I'm not sure how deadly the radiation is.
 
I had set both those variables to true in the variables.sqf file. Everyone had radiation damage. It must work. Could be something interesting and new.
 
Yeah, it's set to false in the variables.sqf as a default, you don't want to make that true, you want to make a sensor that sets it true while they are inside of the sensor.

Setting it to true in the variables makes the entire map a radiation zone which isn't fun, unless perhaps you made sensor safezones all over the map, which could be interesting.
 
I was playing with this idea awhile ago and never got anything I liked working using the built in stuff. I ended up abandoning it to work on the nuke project and in the process I came to the conclusion it would be far better to just script up a specific radiation event, that way you could control what gets damaged and by how much a lot easier than using the built in Epoch out of bounds setup.
Do a launcher setup and it can be a random event like other missions or put static sensors/triggers in the mission.sqf for fixed radiation locs. You could even go so far as to have low and high damage areas using separate damage functions.
 
If I want to make myself immune to radiation, would it be simple as this
Code:
player DZE_InRadiationZone = false;
 
wish this was on regular dayz, I am sort of going with the fallout theme to switch things up. nice work vamp
 
Is there any way of making a mission that when it fails or players run out of time, an area of radiation is created somewhere on the map? It would be there until the next server restart. I'm new on coding such things, so an example to work with would be brilliant. I'm currently tinkering around with DZMS. Thanks
 
Is there anyway to Make a player immune to the radiation if they are wearing a Hazmat suite?
Yes all you need is a variable that stops the effect while it is true. Such as:

Code:
if (wearingHazmat) then {
     radiationEffect = false;
};

or this for a loop:
Code:
while {(wearingHazmat)} do {
     radiationEffect = false;
};
 
Thats Great .

Should I add it int the variables.sqf or player_spawn_2.sqf ?

Thanks for the Reply .
I would think if you put in in anything that allows it to be a global variable it would be fine. I tend to use the area right under the init.sqf dayz variables. I just add some space and add my variables. That allows it to be global.
 
Damn son. When I am back, and arma 2 epoch is still a thing, I am going to make a whole map radiation expect for special zones.... The possibilities. Brain = explode
 
www.epochmod.com ... still crazy active
But I won't be back home for another 3 or 4 months :p. I think it still will be active, but I will just see for myself when i am back. But honstely... why I never thought about radiation zones is not crossing my mind.
I guess i was just too upset that everyone is using Overwatch for Epoch instead of Rmod 2.1 (which is imho way better than Overwatch). But I guess it is because it was easier for the mass of ppl to download it through the commander.
 
Code:
if ((typeOf player) == "Sniper1_DZ") then {
radiationEffect = false;
};

I put this in init.sqf, no effect - still loosing blood when wearing a ghillie and entering the radzone...
 
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