Arma 3
JSHK Contamination Area Mod
217 Comments
DaramaN 3 Nov, 2022 @ 12:24pm 
когда ставишь на карту первый модуль загрязнения то вылазит ошибка в 21 линии . Автор пожалуйста исправь ошибку
_mickey_ 6 May, 2022 @ 1:37pm 
I dream that this mod will continue to work - fix the bugs, add the visual effects that were promised. @J.Shok please get back to work! This is the best mod on this topic, unfortunately does not look complete.
SMOKER 27 Feb, 2022 @ 9:03pm 
can you add compatibility with the M40 Protective Mask mod??
Paxbell 11 Feb, 2022 @ 9:25am 
Hi, sick mod. You have plans to add maybe ammo (like grenades or mortar) to create toxic zones?
Valken 5 Nov, 2021 @ 4:41am 
[S.C.] Raptoid 20 Oct, 2021 @ 12:59am 
And those wondering why the NATO mask isn't working, my guess is if you spawn as a CBRN unit it actually replaces the mask with the variant that has a hose no matter what you pick in the arsenal, so the classname is different, hence why putting it in the mask setting doesn't work.
[S.C.] Raptoid 20 Oct, 2021 @ 12:36am 
So far works in singleplayer with ACE, just popping errors. It will send you uncon and kill you, you can disable them with the debug setting maybe.
_mickey_ 15 Oct, 2021 @ 4:13pm 
Unfortunately this mod is not functional and its author has disappeared. Endless mistakes while receiving damage. http://images.vfl.ru/ii/1634336821/2bebb190/36277229.jpg or http://images.vfl.ru/ii/1634336802/ba1a4c65/36277228.jpg Animation of rubbing the eyes, preventing the raising of the weapon, non-functional module of the environment, etc
Joker 1 Sep, 2021 @ 6:19am 
Hi there, like the look of this mod but I was wondering if there was work still being done on it? You mention above in the description about adding the functionality to damage the players using ACE over time and I think it would be a really great edition.
Few other points, I noticed that the environmental effects module does not appear to be functioning, but your videos show it working with different effects. Is this more of a work in progress thing or has it been disabled?
Would it be possible to change the sound of the detector, to have something more along the lines of a geiger counter, maybe an option in the module could do this?
Gλmbit 27 Aug, 2021 @ 1:30pm 
Encountering a bug where it doesn't register the contact mod equipment and the detector provided is only a watch. Is it required to run the mod in the contact platform?
Smokkerino 20 Aug, 2021 @ 11:44pm 
Any way to change the sound with the geiger counter?
Dovy' 28 Jul, 2021 @ 3:01am 
@dragonblade94 it's supposed to give you pp effects once you go into the cont. zone but it's disabled for now for some reason
DragonBlade94 27 Jul, 2021 @ 11:46am 
What does the Environmental effects module do?
A. Ares 28 Apr, 2021 @ 3:40am 
@Dovy' I got the same issue but I believe that it only pops on editor test runs and I believe that do NOT affect anything... But probably the author should confirm that!
Dovy' 20 Apr, 2021 @ 4:58am 
I'm getting errors whenever i get damaged by the hot zone. Anyone know a solution?
drlolbl 14 Apr, 2021 @ 1:48pm 
What do the Hot zone and Cold zone settings do?
NorX Aengell 21 Feb, 2021 @ 10:28am 
Is it normal that the environmental effects settings module show nothing ?
BaggleWhole 3 Jan, 2021 @ 7:49pm 
I can not seem to get the detector to work. When I toggle my watch all that pops up is the vanilla watch and not the detector. It may be the mods I am using that are causing a strange glitch, but I doubt it.
Huntermist 18 Oct, 2020 @ 10:44am 
just checked back with this mod great to see the backpack support is in. nice job
Ellman 10 Oct, 2020 @ 10:00am 
Does not work with current ACE3 version, you can not revive someone once they go into cardiac.
Oh Deer 15 Sep, 2020 @ 1:33am 
Great mod, just what I was looking for! Keep up the great work!
HarambesFistVictim 14 Sep, 2020 @ 4:27pm 
@J.Shock Alright so as long as their MOPP gear matches the setting they don't die.
J.Shock  [author] 13 Sep, 2020 @ 9:37am 
@OscarMike: There is coughing and face wiping while it leads up to the cardiac incident as well, but correct no real damage til the end. Happens when the player’s gear does not match the required gear (MOPP level) of the area they are currently in.
HarambesFistVictim 13 Sep, 2020 @ 6:49am 
If you have ACE enabled there won't be any real damage to the player over the course of the "time to death" until you reach the end when the player will go into a state of cardiac arrest.

I'm assuming this is when the player removes the designated mask?
Monarch 3 Sep, 2020 @ 9:28pm 
No worries man. Thanks for the great work.
BroHelix 27 Aug, 2020 @ 12:10pm 
@J.Shock Awesome mod man! Really adds a lot to the game and the scenarios that can be made cause of this is great. Keep it up!
J.Shock  [author] 27 Aug, 2020 @ 12:03am 
@Krombopulos Michael: Yea I had disabled that soon after initial release because it just wasn't what I wanted. I haven't been able to go back and rework it. But since some people may have had the module placed in a saved mission I didn't want them to lose any of their scenarios, so I left it in with no function.
Monarch 13 Aug, 2020 @ 2:56pm 
Hey, seems like the enviromental settins are not working?
Fire_Victor [G4] 7 Aug, 2020 @ 8:58am 
I'm unable to Revival somon in Cardiec ares using ACE
Fire_Victor [G4] 6 Aug, 2020 @ 10:17pm 
okey good to know
J.Shock  [author] 6 Aug, 2020 @ 6:59pm 
@Fire_Victor [G4]: It’s an issue with the way Identities are handled, I haven’t found a work around.
Fire_Victor [G4] 6 Aug, 2020 @ 3:14pm 
why do the NPC automaticli get equpt with mask wen i spawn them in zeus
Tactictard 3 Aug, 2020 @ 3:01pm 
Ah, okay, thank you for responding!
J.Shock  [author] 3 Aug, 2020 @ 2:26pm 
@Tactictard: I have Contact integrated on a basic level right now, mainly just the masks and air supply gear (as long as you check the “include” options in the gear and mask modules).
Tactictard 3 Aug, 2020 @ 1:10pm 
Does this work with the masks and gear from the Contact DLC?
Lastinthecentral 10 Jul, 2020 @ 10:23am 
The reson why i asked is becuase most mod makers to not tend to put anything in that section even tho dlc is required
J.Shock  [author] 8 Jul, 2020 @ 2:10pm 
@Iller085: Well it doesn’t have any required DLC in the “required DLC” section, so....
Lastinthecentral 8 Jul, 2020 @ 12:07pm 
does this require dlc
outwardpanicjoe 7 Jul, 2020 @ 3:39am 
ah ok cool all is working as it should in my mission then then thanks.
J.Shock  [author] 7 Jul, 2020 @ 1:28am 
If I integrated it yes, but for now it’s just the one I provide.
outwardpanicjoe 7 Jul, 2020 @ 12:49am 
is it possible to get the chemical detector from contact to work with this?
outwardpanicjoe 5 Jul, 2020 @ 7:37pm 
i got it now the issue was it had 2 class names for the same mask
J.Shock  [author] 5 Jul, 2020 @ 3:49pm 
I mean, you have a mask on yes...but I don’t know how you have it added to my modules given the set of pictures you provided. You have to define the classname of that mask in the mask module and it looks like that mask is a goggle/facemask so the default setting should be fine there.
J.Shock  [author] 5 Jul, 2020 @ 1:50pm 
*no way to check for both headgear and facewear at the same time
J.Shock  [author] 5 Jul, 2020 @ 1:49pm 
@outwardpanicjoe: The Mask Settings Module defaults to use anything from a characters facewear (aka goggles) you can change that setting to use headgear instead (aka helmets) in that module. I think that’s what you’re asking about? As of right now there is no way to check for due to some other considerations made in the backend.
outwardpanicjoe 5 Jul, 2020 @ 1:25pm 
is it possible to have faceware as protection cause there are a few that use there gasmasks in the faceware section.
J.Shock  [author] 2 Jul, 2020 @ 1:33pm 
@Akaviri13: Yea man that’s fine with me. Haven’t had the motivation to implement that highly requested feature for some time now anyways. If you want to share your files with me that’s cool and maybe I’ll find the time to combine it in to allow users the option of digital beep vs geiger at some point down the line. Add me on Steam and I’ll PM you my email or send me a PM on the BI Forums. I’ll of course credit you in if/when I release the version containing your files/code.
Akaviri13 2 Jul, 2020 @ 5:23am 
Hey J.Shock I have modified this mod to use a random array of geiger counter sounds that get faster the closer you are to the source of the contamination and some other small stuff. Can I upload that version of the mod on the workshop for private use with my unit? I would not publish it as its own mod or claim I made it at all. I can also send you the sound files and config entries if you are interested at all.