C][G GhostTown™ 190 Report post Posted March 9, 2016 Hello there! I am running Napf and got most of my stuff finally fixed but have a few questions. FIrst off is the Contaminated Zones, I want to have a zone here at my marker - http://imgur.com/ENBzgDg I added the marker location in my config as Spoiler class Radiation { // 1 = enabled, 0 = disabled enable = 1; /* Defines contaminated zones in a specific map. You can define multiple zones per map. The format of the zones is: [Position ASL(!), Full Radiation Radius, Maximum Radius] The radius works as follows: |-------------------------------------------------------| Maximum Radius |------------------------| Full Radiation Radius Within the full radiation radius, radiation factor is always at a maximum. Outside of this, it lowers down to no radiation smoothly. Radiation: |------------------------|------------------------------| 1 1 1 1 0.75 0.5 0.25 0 */ contaminatedZones[] = {16403.842,18412.756,0.00143814, 450, 900}; }; But yet once ingame, Nothing happens? Has no affect in the area at all. Did I imput the cords wrong? Also on another server we was playing in the meantime when wearing the gas mask it had a cool overlay and made it appear you was wearing the mask in first person, but yet on my server it has no affect on vision? is there a config for that or did I do something wrong? or was that a custom feature? Also I noticed that our body temps and Climate never change. Is this due to it being a custom map? is that also why the zones don't work? Share this post Link to post Share on other sites
Renegade2k6 88 Report post Posted March 9, 2016 By the looks of it you haven't got the right co ords. The clue is in the config. [Position ASL(!), Goto where you want to setup the zone. if you have infistar open adminconsole paste this into it _pos = getPosASL player; _dir = getDir player; _str = format ["{ { %1, %2, %3 }, %4 }", (_pos select 0), (_pos select 1), (_pos select 2), _dir]; copyToClipboard _str; hint _str; Run it, will show you the co ords at the top of the screen. You only need the 1st 3 numbers. The 4th is direction which isn't needed, Share this post Link to post Share on other sites
Crunch™ 100 Report post Posted March 9, 2016 I just tried it on Chernarus with ASL coords nothing happens. Someone already got this to work? class Radiation { // 1 = enabled, 0 = disabled enable = 1; /* Defines contaminated zones in a specific map. You can define multiple zones per map. The format of the zones is: [Position ASL(!), Full Radiation Radius, Maximum Radius] The radius works as follows: |-------------------------------------------------------| Maximum Radius |------------------------| Full Radiation Radius Within the full radiation radius, radiation factor is always at a maximum. Outside of this, it lowers down to no radiation smoothly. Radiation: |------------------------|------------------------------| 1 1 1 1 0.75 0.5 0.25 0 */ contaminatedZones[] = {1449,23,14116.9,411.207,80,140}; }; Share this post Link to post Share on other sites
Bluea 4 Report post Posted March 9, 2016 (edited) You guys just using the wrong "formating" it needs to look like this : class Radiation { // 1 = enabled, 0 = disabled enable = 1; contaminatedZones[] = { {{8464.13, 25060.8, 110.8}, 130, 330} }; }; Edited March 9, 2016 by Bluea 1 Share this post Link to post Share on other sites
Crunch™ 100 Report post Posted March 9, 2016 Lol, just wanted to post now, got it working. Was indeed the formatting Share this post Link to post Share on other sites
C][G GhostTown™ 190 Report post Posted March 9, 2016 So am I doing something wrong here? I followed the instructions and still not working. Spoiler class Radiation { // 1 = enabled, 0 = disabled enable = 1; /* Defines contaminated zones in a specific map. You can define multiple zones per map. The format of the zones is: [Position ASL(!), Full Radiation Radius, Maximum Radius] The radius works as follows: |-------------------------------------------------------| Maximum Radius |------------------------| Full Radiation Radius Within the full radiation radius, radiation factor is always at a maximum. Outside of this, it lowers down to no radiation smoothly. Radiation: |------------------------|------------------------------| 1 1 1 1 0.75 0.5 0.25 0 */ contaminatedZones[] = { {{16375.8, 18431.7, 40.0847}, 450, 900} }; }; Share this post Link to post Share on other sites
C][G GhostTown™ 190 Report post Posted March 10, 2016 Any idea's? Share this post Link to post Share on other sites
hieve 42 Report post Posted March 10, 2016 On 9.3.2016 at 10:53 AM, Bluea said: You guys just using the wrong "formating" it needs to look like this : class Radiation { // 1 = enabled, 0 = disabled enable = 1; contaminatedZones[] = { {{8464.13, 25060.8, 110.8}, 130, 330} }; }; @C][G GhostTown™ : got the same problem, no radiation is working mine looks like this : Spoiler class Radiation { // 1 = enabled, 0 = disabled enable = 1; contaminatedZones[] = { {{3616.48, 13077.3, 10.414}, 250, 500}, {{9655.69, 12497.4, 14.5557}, 250, 500}, {{14067, 18636.4, 27.4435}, 250, 500}, {{16832.1, 12673.2, 24.0014}, 250, 500}, {{25696.4, 21321.4, 20.1764}, 250, 500} }; }; Share this post Link to post Share on other sites
C][G GhostTown™ 190 Report post Posted March 10, 2016 26 minutes ago, hieve said: @C][G GhostTown™ : got the same problem, no radiation is working mine looks like this : Reveal hidden contents class Radiation { // 1 = enabled, 0 = disabled enable = 1; contaminatedZones[] = { {{3616.48, 13077.3, 10.414}, 250, 500}, {{9655.69, 12497.4, 14.5557}, 250, 500}, {{14067, 18636.4, 27.4435}, 250, 500}, {{16832.1, 12673.2, 24.0014}, 250, 500}, {{25696.4, 21321.4, 20.1764}, 250, 500} }; }; Do these only work on Altis or custom maps as well? Share this post Link to post Share on other sites
hieve 42 Report post Posted March 10, 2016 21 minutes ago, C][G GhostTown™ said: Do these only work on Altis or custom maps as well? these are my altis ones, kavala,zaros,pyrgos,athira and sofia, but like i said they do not work it worked once, then i restarted 2-3 times and nothing, but i changed nothing of this part .. Share this post Link to post Share on other sites