Arma 3
Radiation - DEMO
277 kommentarer
ALIAScartoons  [ophavsmand] 17. apr. 2024 kl. 3:06 
@SurfSnyper
At some point, long time ago on Armaholic i think, it was a more engineered script for radiation. Never tried it, but far as i remember the intensity of radiation was customizable and variable based on distance. I don't remember who wrote that script, maybe you can find it on BIS forums.
SurfSnyper 16. apr. 2024 kl. 20:52 
Thanks, I'm not too skilled at scripting and tried a few times over the last week to force it I guess. Defining new variables, calling them, etc... No dice as of now so I'm considering using the script as it is. Appreciate the help though!
ALIAScartoons  [ophavsmand] 16. apr. 2024 kl. 9:36 
@SurfSnyper
Is doable, tho to make it performance friendly as you like i'd suggest making a mod based on game tick.
The script could be tweaked as well to accommodate that, but CBA should be used to deal with checks at every second or so without hitting the performance. I assume you would like to have radiation based on distance from source as well.
SurfSnyper 8. apr. 2024 kl. 12:31 
@Kicsi Dope
Hey I'm trying to do the same thing with different levels of radiation protection. Were you able to figure this out?
ALIAScartoons  [ophavsmand] 12. feb. 2024 kl. 2:40 
@Zeonn
You don't bother me mate, it's ok to ask questions and as long i have the time and i can answer i will.
I can't find it either in my collection, either was deleted or communicated to me in other ways.
Anyways, the script should be easy to tweak for ACE, someone needs to identify the part of the script that applies damage (which is an distinct sqf file far as i remember) and replace the vanilla damage lines with ACE ones. I would do it myself, but i am extremely busy, haven't touch Arma for almost a year because of that.
Zeonn 10. feb. 2024 kl. 18:34 
Hi! Sorry for bothering, I wasn't able to find the version that is Ace compatible in your collection.
ALIAScartoons  [ophavsmand] 2. feb. 2024 kl. 0:55 
@DonK
Far as i remember yes, check my collection i think i linked a modded version or a scripted one.
DonK 31. jan. 2024 kl. 12:15 
hey @ALIAScartoons any idea if someone made this ace compatible ?
ALIAScartoons  [ophavsmand] 20. feb. 2023 kl. 2:55 
@jonjonhoops17
This is not a mod, it is a demo mission containing the script. There are some mod versions, i think one of them you can find in my collection
jonjonhoops17 19. feb. 2023 kl. 12:24 
Im subscribed to your mod but i can never find it in my mods menu.
ALIAScartoons  [ophavsmand] 16. jan. 2023 kl. 5:37 
@Yosil Nightmare
Don't call yourself stupid mate... never. It's only a matter of learning. In principle you do it as in the demo mission. Maybe start simple, with simpler scripts before attempting more complex stuff.
Check out my playlist on my YT channel called how to use my scripts.
Ribcage 15. jan. 2023 kl. 18:46 
How do I actually get this into my own missions? Apologies for being incredibly stupid.
ALIAScartoons  [ophavsmand] 8. okt. 2022 kl. 5:30 
@Teamson
I would insert a check in the gas mask loop which will make the script waituntil a variable is true.
So when you start a cutscene you make the variable false and when the cutscene is done you make it true again. Make sure the variable' value is known before (either true or fals) any checks to avoid errors
Teamson 3. okt. 2022 kl. 16:53 
Worked like a charm. Thanks!

Sorry, but Another question: How would i disable the GasMask Overlay for a cutscene?
ALIAScartoons  [ophavsmand] 28. sep. 2022 kl. 10:43 
@Teamson
Yes, replace the al_helmet.paa file with the desired one
Teamson 27. sep. 2022 kl. 7:22 
My bad - i edited an // line *facepalm*

Another question: Anyway to add / change the gasmask HUD with another artfile?
ALIAScartoons  [ophavsmand] 27. sep. 2022 kl. 1:48 
@Teamson
You need the files provided in the demo mission and to use the helmet i used or use your own but you need to use the classname of it in the file as i mentioned in the tutorial, in the first one i think
Teamson 26. sep. 2022 kl. 9:37 
How would i add the Gasmask HUD and Breathing Sound? Couldt figure that out with your tutorials.
Honza 11. aug. 2022 kl. 14:57 
Ah thank you so much, thank you for your hard work :)
ALIAScartoons  [ophavsmand] 11. aug. 2022 kl. 13:11 
@Honza
Far as i remember it is JIP compatible.
Honza 11. aug. 2022 kl. 5:41 
I am quite new to scripting, does this one work in multiplayer, just not when there's no join in progress? Thanks!
ALIAScartoons  [ophavsmand] 9. aug. 2022 kl. 3:44 
@JackedBeard
Yeah man, no problem. Have fun with it!
Kicsi Dope 8. aug. 2022 kl. 4:19 
@ALIAScartoons Yes, had a good look through the scripts and trying to make it work, but I'm not too familiar with this stuff.

May just brute-force it and create an almost complete duplicate of the protection-checking part and duplicate the variable input part (i.e. name the radioactive object's obj_prot_rad sth else) of the script, one for the type A mask, one for the type B.
Hope its okay to modify your script in one of my scenarios.
ALIAScartoons  [ophavsmand] 8. aug. 2022 kl. 2:50 
@JackedBeard
It can be done, but is not a simple edit. One way will be to have an array with stuff you wanna use for protection then when you check to see if the player has any of it in inventory or equipped you use a switch case and decide what damage if any is applicable to the unit in question.
Also you could condition to have more than one type of item on you to get protection.
Kicsi Dope 7. aug. 2022 kl. 6:24 
Hello, Is there any way to use two different types of protective equipment? Like a light mask for "light" radiation, but another mask for "stronger" radiation in another area? Tried to use the area radiation to be the light stuff around the map, and have strong radiation around a select few objects. Seems that the last mask i have written into the init script just gets selected to be both.
ALIAScartoons  [ophavsmand] 21. juli 2022 kl. 1:38 
@Blazej
Check out these
https://www.youtube.com/playlist?list=PLod_PhpAOFQjeeWATteU73zqL69ShN5Df
or use the direct download link provided
Blazej 20. juli 2022 kl. 9:57 
How to open mission file? and get the radiation file?
Końćźek Lappęrż 19. apr. 2022 kl. 11:47 
@ALIAS, i figured it out. I botched something in the script! Works totally fine now! Thanks for your time, you make amazing stuff my dude!
Końćźek Lappęrż 19. apr. 2022 kl. 5:09 
@ALIAS I'll check tonight. It gave a big error code. I checked the path and the sound file. Both are as they should be. Got the Post Apocalypse one working in no-time and its amazing. So i hope to get this one working too...
ALIAScartoons  [ophavsmand] 19. apr. 2022 kl. 0:44 
@David Killmour
wHAT errors you get? Most common thing would be that you miss the sound or its path is wrong in your description.ext
Końćźek Lappęrż 18. apr. 2022 kl. 10:15 
Everything (kinda) works for me except the Geiger Counter sound.
And i get alot of error messages but the damage works...

How do i get the Geiger sound to work?
NyxialisticNightmare 18. feb. 2022 kl. 4:11 
Could you add this in the weather+ mod perhaps?
Swampfox 29. okt. 2021 kl. 12:36 
It was weird, for some reason it was not working, but as I was editing and testing the mission, it suddenly started to sound. It works now, thanks for your time Alias.
ALIAScartoons  [ophavsmand] 29. okt. 2021 kl. 9:29 
@Swampfox
Hard to tell, i wrote the script long time ago and i don't remember what and how i've done it.
Do you take damage from radiation but you don't hear the geiger?
Swampfox 28. okt. 2021 kl. 14:25 
Hello again Alias, thanks for this script, i have a question, why the gieger sound does not play in MP, while in SP it does?.
E-M-Y 19. sep. 2021 kl. 13:39 
The truth is, I'm not very familiar with that, you couldn't make a separate file for those who want to use different enemy teams as an ally so that there is no confusion with the masks. I would really appreciate it because I like the mod and I'm doing a mission with the
ALIAScartoons  [ophavsmand] 19. sep. 2021 kl. 7:35 
@E-M-Y
Well, i don't know how familiar are you with scripting, but you would need to do some editing in the script. I think the way i would do now will be to define an array with equipment that provides protection and i would check if the unit has any equipment contained in that array
E-M-Y 17. sep. 2021 kl. 16:10 
hello alias how are you doing ?? I wanted to ask you in the radiation script how you could do to put the enemy with a particular mask and the allies with another because in the script you can only put a single mask
Joker 1. sep. 2021 kl. 13:02 
Thank you, I'll look into them :)
ALIAScartoons  [ophavsmand] 1. sep. 2021 kl. 10:09 
@Joker
All doable, the issue is the lack of spare time.
See if Drongo has time and he is willing to do it.
https://steamhost.cn/steamcommunity_com/id/DrongoMods/myworkshopfiles/?appid=107410
Also Wenza did some work on my scripts to make them ACE compatible
https://steamhost.cn/steamcommunity_com/id/awenza/myworkshopfiles?appid=107410
Joker 1. sep. 2021 kl. 6:57 
Fun little script, but I was wondering if there was any way of making the damage compatible with ACE medical since right now if you have ACE enabled it will just do vanilla damage and there's no way to heal it?
Another thing was, have you thought about making these into modules for people to use? Could be a lot easier to set up and might work better in a multiplayer environment.
ALIAScartoons  [ophavsmand] 29. juli 2021 kl. 23:47 
@Santos
Yeah, you need to pick it up from STEAM
Santos 29. juli 2021 kl. 8:09 
direct download looks like its busted
NagaSadow 26. juli 2021 kl. 18:53 
@ALIAScartoons
Thanks, i found it!
ALIAScartoons  [ophavsmand] 26. juli 2021 kl. 1:57 
@NagaSadow
Find the loop with the playsound "breath" or whatever name i used for that sound in it and remove it.
NagaSadow 24. juli 2021 kl. 0:57 
@ALIAScartoons
Hey, how do you disable the breathing sound? My players really dislike it for some reason.
ALIAScartoons  [ophavsmand] 19. juli 2021 kl. 1:50 
@Kuzeno
Just take the lines for sound definitions from my description.ext and add them to yours. Also i think there are few other lines in my description you would need to copy paste just have a look.
You can do the same with the init, copy paste missing lines. This is the easier way.
What i would recommend is to have a SQF separate file that deals with the missions' logic like my mics.sqf file in Russian Winter campaign and you can run that script form your init this will help you keep init file cleaner and avoid problems that could be induced by waiuntil or while commands

@Minewolf_ST
Should be possible, i need to have a look. in principle you would need to run a script in global with the name of the object as parameter.
NagaSadow 18. juli 2021 kl. 20:08 
@Minewolf_ST @ALIAScartoons
I would like to know this too!
Karl 17. juli 2021 kl. 23:57 
Love the script. One question tho: Is there a way to make an object radioactive once in zeus? I have the script and everything loaded, there are some objects already on the map. I would just like to add some once in zeus.
Symbolizer 17. juli 2021 kl. 10:43 
How do i add this to a mission like DRO? i have it working but i want to add it to a mission where it already has a desc and the inits how would i go on adding this so i can run it globally? so far i havent found anything.