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Configuring MedicalAttentionUpdated
By ◣ ▲▼▲
This is a guide for configuring the MedicalAttentionUpdated mod.

To create a configuration, copy the MedicalAttention folder provided in the ServerProfileFolder from this mod's folder to your server profile folder. You will find a config.txt with already predefined default settings inside.

Each setting is described below.
   
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Basic Settings
Tiredness = 1
1 or 0 – enable or disable tiredness

TireTime (minutes) = 210
Minutes until you get tired from being fully rested.

EyeClosingPoint (percent) = 19
Remaining percentage of the rest bar when random eye closing and yawning begins. Below 15% you start running the risk of randomly falling unconscious.

TextReports = 1
1 or 0 – enable or disable rest level text messages. If other mods override the HUD and the rest bar is not visible, this setting will make the server send direct text messages to players with rest level status.

HeatSourcesAvgTemperatureMin = 17
Minimum temperature (°C) average of all heat sources in vicinity combined needed to gain rest above 50%.

SleepingBagClass = MediumTent
Class name of some item that is either a sleeping bag or a small / medium tent. Such items, if attached to a player just like clothing, will allow them to rest well (up to 75% recovery during the day and up to 100% during the night) without a fireplace nearby. Same if a player is sleeping on top of this item, like in the case of a sleeping bag or inside like in the case of a tent.

SleepingDOF = 1
1 or 0 – enable or disable black screen while sleeping.

EnergizingDrinkClass = SodaCan_Cola
Class name from types.xml of an item to act as an energizing drink. You can put multiple lines for more items and you can use items from other mods.

EnergizingDrinkGain (percent) = 20
How much rest to gain when you drink an energizing drink. If you used one drink, you are allowed to use another only if you have slept at least two minutes, otherwise the next drinks have no effect on rest level.

ZombieBleedChance (percent) = 20
Chance to start bleeding from a zombie hit.

ZombieSalmonellaChance (percent) = 50
Chance to get Salmonella from a zombie hit, if the hit caused bleeding.

WoundInfectionChance (percent) = 50
Chance to get wound infection by bandaging with unclean rags.

ZombieArmFractureChance (percent) = 33
Chance to break your arms when blocking hits from zombies.

FeverActive = 1
1 or 0 – enable or disable fever and water loss when you have wound infection or influenza.

BrainDisease = 1
1 or 0 – enable or disable brain disease (kuru).

AntibioticsStrength = 4
Strength of antiobiotics (tetracycline). Default value of 4 is the old DayZ 1.09 default which should work well with MedicalAttention.

SalineBloodRegen = 0
1 or 0 – enable or disable saline bag to increase the blood regeneration speed.

TestBloodSelf = 1
1 or 0 – enable or disable to get full medical report when using the blood test on yourself.

TestBloodTarget = 1
1 or 0 – enable or disable to get full medical report when using the blood test on someone else.

TestBloodToxin = 1
1 or 0 – enable or disable to include the biohazard toxin level in medical report.

AlcoholicDrinkClass = SodaCan_Kvass
Class name from types.xml of an item to act as alcoholic drink. You can put multiple lines for more items.
You can add the optional parameter concentration like this:

AlcoholicDrinkClass = SodaCan_Kvass = 1.5
This will result in a total drunkenness of 495, which is calculated as 330ml (that’s how much a SodaCan_Kvass contains) x 1.5.

AlcoholicLiquid = Vodka
Name of a liquid to act as alcohol. This is useful for items that can contain any type of liquid (e.g. a glass bottle which could contain water or vodka). You can put multiple lines for more liquids. Supported liquid values are: Water, riverwater, vodka, beer, gasoline, diesel, disinfectant, and saline.
You can add the optional parameter concentration like this:

AlcoholicLiquid = Vodka = 2.0
This will result in a total drunkenness of 1000 (which is the max) for 500ml of Vodka.
Zones
You can declare any number of zones with different properties and effects. Each zone is a sphere around its center.

ZoneType = <type>

Possible values for <type>:

Harmless
Useful just to mark territories, players will get on-enter and on-leave messages.

NonCombat
If one player causes damage to another and either victim or attacker are inside a non-combat zone, then if damage type is melee, the attacker will fall unconscious immediately, if damage type is firearm, the attacker will be killed instantly.

NoWells
Inside such zones, wells are not working at all.

NoFuelStations
Inside such zones, fuel stations are not working at all.

Biohazard
The biohazard zone will affect a player in two ways at the same time: Loss of health and contamination with an "unknown toxin". That toxin will cause blood vomiting with a loss of blood proportional to the toxin contamination level of the player.

ZoneChance (percent) = 50
Optional chance (in percent) to be activated at each server start (50% in this example). Leaving this out means the zone gets a default 100% chance.

ZoneCenter (X Y Z) = 8289.79 0 2286.63
X, Y and Z coordinates of the zone center. If given Y is zero, will be automatically set to terrain level.

ZoneHeight = 0
Can be set to restrict the height of a zone. This allows (e.g.) zones that are only active in specific floors of buildings. If not given, the default value of -1 is used (zone is a cylinder with infinite height). Any positive non-zero value restricts the height of a zone. Setting it to 0 makes a zone a sphere instead of a cylinder. Note that using a height above zero can have a slight impact on server performance if used too liberally.

ZoneRadiusMin = 7300 ZoneRadiusMax = 7500
Minimum and maximum radius of the zone, between which a value is chosen randomly at server start (in this example zone radius will be a random value between 7300 and 7500 meters).

ZoneRadius = 7300
Radius in meters. Shortcut to set a fixed radius in case you don't want a random radius with min/max values.

ZoneMsgIn = CAUTION: YOU ARE IN A BIOHAZARD ZONE ZoneMsgOut = YOU LEFT THE BIOHAZARD ZONE
On-enter and on-leave messages (optional).



Example with no messages:
ZoneType = NoWells ZoneCenter = 722.0 0 10863.0 ZoneRadius = 10500



Legacy zone declaration (obsolete/deprecated):
DeclareZone = <zone type 0-4> = <X> = <Z> = <radius> = <on-enter msg> = <on-leave msg>
DeclareRandomZone = <zone type 0-4> = <chance> = <X> = <Z> = <radius min> = <radius max> = <on-enter msg> = <on-leave msg>
This was the old method to declare zones. It still works (for now), but it is recommended to use the new method above.
Additional settings for biohazard zones
ToxinAccumulationTimeMin (minutes) = 5 ToxinAccumulationTimeMax (minutes) = 60
Is the min and max time (in minutes) needed for the toxin to build up in your body from 0 to 1000 (while inside the zone only).
The exact time depends on the NBC protection level, for 0% protection, the toxin will reach 1000 in 5 minutes (default min value). For 99% it will take 60 minutes. A full 100% suit protection will ensure that toxin will not build up at all.
There is no cure, while outside the zone this toxin will die off by itself and will take a fixed time (not configurable) of 60 minutes from 1000 back down to 0.

OldBiohazardDamage = 0.6
Is a multiplier for direct damage a player will take while inside the zone. But total damage is also computed taking into account suit protection level. So right now this default value of 0.6 will ensure that a player with 90% protection can stay around 50 minutes inside the zone, and loose health from 100 to 0 (dead).

ProtectionSuit = NBCBootsGray = 10 ProtectionSuit = NBCGlovesGray = 10 ProtectionSuit = NBCHoodGray = 10 ProtectionSuit = NBCJacketGray = 20 ProtectionSuit = NBCPantsGray = 20 ProtectionSuit = GP5GasMask = 30 = 1 ProtectionSuit = GasMask = 30 = 1
Class name of suit part and the protection level in percent. The sum of all suit parts including gas mask must be 100% obviously.
For some suit parts if you add 1 to the end it means it prevents a player from eating while wearing that suit part. Used for gas masks.
19 Comments
HARD 1 Dec, 2023 @ 6:59am 
how to add additional syringes to treat an infection?
MaccaNZ 6 Aug, 2023 @ 12:47am 
Love the Biohazard, one thing I would prefer is more visuals if that was possible thanks
Provᐰz 8 Jun, 2022 @ 10:08am 
You don't need all of them in. Only the ones necessary for you. Also all of them should be listed here.
Sgt_Shit 22 May, 2022 @ 1:49pm 
Does anyone have a copy of the config you wouldn't mind sharing? Mine is missing several of these features, and I want to make sure there aren't other issues.
Provᐰz 14 May, 2022 @ 12:32pm 
Problem solved. Too many lines (for many smaller zones) in the config.
Provᐰz 8 May, 2022 @ 9:33am 
"ProtectionSuit = NBCJacketGray = 20" did this line change? Or is there a problem elsewhere? Clothing added this way don't work at all in this mod's Toxic Zone on my server.
Waldschraat 10 Mar, 2022 @ 12:56am 
Does "Server Profile Folder" means, on my Example: Dayzstandalone/config directory ? Do i have to copy the "Medicalattention" Folder with the Config.txt there ?
Im quite new to modding Servers...
SLL x Markoiz 7 Mar, 2022 @ 11:24am 
is it possible to disable biohazard zone , toxin ,etc.. ?
Elon's Musk 22 Feb, 2022 @ 5:09pm 
Rest level moon icon is missing after 1.16 update. Can we fix this?
Provᐰz 6 Aug, 2021 @ 4:41am 
@「 R.O.Π.1 」, afaik the toxic zones from this mod don't do that. One from Toxic Zone mod does, same as a Rad Zone mod, and in those you can disable this.