Justin Waters 6 Report post Posted June 20, 2017 (edited) First off, thanks to Sgt. Scrap Metal who found my error in my code. This will allow you to change the required items for accessing a radiation zone. Personally I've set it to Scientist or Gas Mask but you can replace the || with && to require both items. My custom\radiation\ExileClient_system_radiation_thread_update.sqf code: Spoiler /** * ExileClient_system_radiation_thread_update * * Exile Mod * exile.majormittens.co.uk * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_distance", "_damage"]; ExilePlayerRadiationLastCheck = ExilePlayerRadiation; ExilePlayerRadiation = 0; { _distance = (_x select 0) distance (getPosASL player); if (_distance < (_x select 2)) exitWith { if (_distance < (_x select 1)) then { ExilePlayerRadiation = 1; } else { ExilePlayerRadiation = 1 - ((_distance - (_x select 1)) / ((_x select 2) - (_x select 1))); }; if (ExilePlayerRadiation > 0.7) then { playSound [format ["Exile_Sound_GeigerCounter_High0%1", 1 + (floor random 3)], true]; _damage = 1/(5*60) * 2; } else { if (ExilePlayerRadiation > 0.3) then { playSound [format ["Exile_Sound_GeigerCounter_Medium0%1", 1 + (floor random 3)], true]; _damage = 1/(8*60) * 2; } else { playSound [format ["Exile_Sound_GeigerCounter_Low0%1", 1 + (floor random 3)], true]; _damage = 1/(12*60) * 2; }; }; if !("U_C_Scientist" in (uniform player) || "Exile_Headgear_GasMask" in (assignedItems player) ) then { player setDamage ((damage player) + _damage); }; }; } forEach ExileContaminatedZones; if !(ExilePlayerRadiation isEqualTo ExilePlayerRadiationLastCheck) then { ExilePostProcessing_RadiationColor ppEffectAdjust [ 1, linearConversion [0, 1, ExilePlayerRadiation, 1, 0.45], linearConversion [0, 1, ExilePlayerRadiation, 0, -0.05], [0,0,0,0], [1.5,1.3,1,1 - ExilePlayerRadiation], [0.8,0.5,0.9,0], [0,0,0,0,0,0,4] ]; ExilePostProcessing_RadiationColor ppEffectCommit 2; ExilePostProcessing_RadiationChroma ppEffectAdjust [0.02 * ExilePlayerRadiation,0.02 * ExilePlayerRadiation,true]; ExilePostProcessing_RadiationChroma ppEffectCommit 2; ExilePostProcessing_RadiationFilm ppEffectAdjust [ExilePlayerRadiation,8.39,8,0.9,0.9,true]; ExilePostProcessing_RadiationFilm ppEffectCommit 2; }; My Exile.Tanoa > cfgExileCustomCode: ExileClient_system_radiation_thread_update = "custom\radiation\ExileClient_system_radiation_thread_update.sqf"; You can also change the effects of the color/film grain/Chroma in this file. I did some research and found the following. The ppEffectAdjust changes the settings of the post-processing effect. The ExilePostProcessing_RadiationColor/RadiationChroma/RadiationFilm are defined in the ExileClient_system_radiation_initialize.sqf Check out the BI Wiki for information about Post process effects Spoiler /** * ExileClient_system_radiation_initialize * * Exile Mod * exile.majormittens.co.uk * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ if !((getNumber (missionConfigFile >> "CfgExileEnvironment" >> worldName >> "Radiation" >> "enable")) isEqualTo 1) exitWith {false}; ExilePlayerRadiation = 0; ExilePlayerRadiationLastCheck = 0; ExilePostProcessing_RadiationChroma = ppEffectCreate ["ChromAberration",205]; ExilePostProcessing_RadiationChroma ppEffectEnable true; ExilePostProcessing_RadiationChroma ppEffectAdjust [0,0,true]; ExilePostProcessing_RadiationChroma ppEffectCommit 0; ExilePostProcessing_RadiationColor = ppEffectCreate ["ColorCorrections",1505]; ExilePostProcessing_RadiationColor ppEffectEnable true; ExilePostProcessing_RadiationColor ppEffectAdjust [1,1,0,[0,0,0,0],[1.5,1.3,1,1],[0.8,0.5,0.9,0],[0,0,0,0,0,0,4]]; ExilePostProcessing_RadiationColor ppEffectCommit 0; ExilePostProcessing_RadiationFilm = ppEffectCreate ["FilmGrain",2005]; ExilePostProcessing_RadiationFilm ppEffectEnable true; ExilePostProcessing_RadiationFilm ppEffectAdjust [0,8.39,8,0.9,0.9,true]; ExilePostProcessing_RadiationFilm ppEffectCommit 0; If you want to add an effect or remove one make sure to also edit ExileClient_system_radiation_event_onPlayerDied.sqf and ExileClient_system_radiation_event_onPlayerSpawned.sqf Edited June 25, 2017 by Justin Waters found solution! 1 Share this post Link to post Share on other sites
Justin Waters 6 Report post Posted June 24, 2017 Can someone confirm that this looks correct? This is my first time trying to write my own overrides and need a bit of insight on things that I should look out for when creating them. Share this post Link to post Share on other sites
Sgt. ScrapMetal 153 Report post Posted June 24, 2017 Quote if !("Exile_Headgear_GasMask" in (assignedItems player)) then { player setDamage ((damage player) + _damage); }; the line means ! =not Exile_Headgear_GasMask in assignedItems player but whats is an assignedItems? This means only items like "Watch" "Map" "GPS" "Nightvison" and the item where using this slots. If you wanna use the clothin you need to change this i dont know wich its correct i need to search the right one himself but you can try this if !("U_C_Scientist" in (uniform player)) then { player setDamage ((damage player) + _damage); }; 1 Share this post Link to post Share on other sites
Justin Waters 6 Report post Posted June 25, 2017 Perfect! thanks. I believe that error was preventing it from overriding the original code. Its working now! Share this post Link to post Share on other sites
Sgt. ScrapMetal 153 Report post Posted June 25, 2017 7 hours ago, Justin Waters said: Perfect! thanks. I believe that error was preventing it from overriding the original code. Its working now! its woud be nice you give me a like then and give the whole forum the right answer who its working. So all other guys can just search for them and find them Share this post Link to post Share on other sites
Justin Waters 6 Report post Posted June 25, 2017 done and done. Maybe review what I added to make sure my findings are correct? Share this post Link to post Share on other sites
Shcaf 8 Report post Posted January 6, 2018 Does anyone have a tutorial on how to remove it? [radiation zone] Share this post Link to post Share on other sites
WURSTKETTE 212 Report post Posted January 7, 2018 On 6.1.2018 at 1:46 PM, Shcaf said: Does anyone have a tutorial on how to remove it? [radiation zone] Remove the radiation zone from the server? Take it out of mission.sqm (marker) and missionfile config.cpp (zone itself) Share this post Link to post Share on other sites
KevinClyde 8 Report post Posted January 9, 2018 can these changes works on 1.0.4? Share this post Link to post Share on other sites
WURSTKETTE 212 Report post Posted January 9, 2018 yes Share this post Link to post Share on other sites