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Mr Health And Safety

Radiation not working

Question

** I wasn't sure if to post this in serverside or clientside but opted for client side as the config.cpp file is in the mission file. Can a mod please move it if it should have been server side. thanks.

Since the 0.9.8 update i have not had radiation working. It worked fine on 0.9.61 so i know the coordinates are 100% correct. There are no errors in the RPT relating to it whatsoever so don't think there is a error in my code.

In config.cpp i have change

class CfgExileEnvironment
{
	class Altis 

to

class CfgExileEnvironment
{
	class Esseker

and deleted

class Namalsk: Altis 
	{
		class FireFlies: FireFlies
		{
			enable = 1;
		};

		class Anomalies: Anomalies
		{
			enable = 1;
		};

		class Breathing: Breathing
		{
			enable = 1;
		};

		class Snow: Snow
		{
			enable = 1;
			surfaces[] = {"#nam_snow"};
		};

		class Radiation: Radiation
		{
			enable = 1;
			contaminatedZones[] = 
			{
				{{3960.14,	8454.75,	152.862}, 	80, 	140},	// Object A1
				{{4974.70,	6632.82,	4.74293}, 	40, 	150},	// Object A2
				{{6487.92,	9302.03,	36.0014}, 	60, 	110}	// Sebjan Chemical Factory
			};
		};

		class Temperature: Temperature
		{
			daytimeTemperature[] = {-2.00,-1.77,-1.12,-0.10,1.24,2.78,4.40,6.00,7.46,8.65,9.50,9.90,9.90,9.50,8.65,7.46,6.00,4.40,2.78,1.24,-0.10,-1.12,-1.77,-2.00,-2.00};
		};
	};

as have no plan on using Namalsk.

This worked fine when running 0.9.61. Has anything changed in 0.9.8 to make it no longer work?

 

This is my CfgExileEnvironment

Spoiler

class CfgExileEnvironment
	{
		class Esseker 
			{
				nonConstructionZones[] = 	//A list of {position, radius} where building is not allowed at all
					{

					};
				class FireFlies
					{
						enable 		= 1; 	//1 = enabled, 0 = disabled
						startHour 	= 18; 	//At this hour fire flies begin to spawn
						endHour 	= 4; 	//At this hour fire flies stop spawning
					};
				class Anomalies
					{
						enable 		= 1; 	//1 = enabled, 0 = disabled
						startHour 	= 19; 	//At this hour anomalies begin to spawn
						endHour 	= 6; 	//At this hour anomalies stop spawning
					};
				class Breathing
					{
						enable 		= 0; 	//1 = enabled, 0 = disabled
					};
				class Snow
					{
						enable 		= 0; 	//1 = enabled, 0 = disabled
						surfaces[] 	= 		//https://community.bistudio.com/wiki/surfaceType
							{

							}; 
					};
				class Radiation 
					{
						enable 		= 1; //1 = enabled, 0 = disabled
						/*
							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[] = 
							{
								{{6646.02,3999.58,207}, 30, 300}
							};
					};
				class Temperature
					{
						daytimeTemperature[] = {15.93,16.89,18.42,20.40,22.68,25.10,27.48,29.63,31.40,32.66,33.32,33.80,33.80,33.32,32.66,31.40,29.63,27.48,25.10,22.68,20.40,18.42,16.89,15.93,15.93}; //Temperature in °C for the time of day, per hour. Add the first index to the last index, so it is 25 indizes!
						overcast			 = -2; 		//Temperature change in °C when it is 100% overcast. Default: -2
						rain		    	 = -5;		//Temperature change in °C when it is 100% raining. Default: -5
						wind 				 = -1;		//Temperature change in °C when it is 100% windy. Default: -1
						altitude 			 = -0.5; 	//Temperature change per 100m altitude in °C. Default: -0.5
						water 				 = -5; 		//Difference from the daytime temperature to the water temperature. Default: -5
					};
			};
	};

 

 

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4 answers to this question

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I know it doesn't help you, but radiation zones are working for me on Esseker. Same coordinates and settings as 0.9.61.

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11 minutes ago, BetterDeadThanZed said:

I know it doesn't help you, but radiation zones are working for me on Esseker. Same coordinates and settings as 0.9.61.

It does as at least i know its a problem with my code somewhere.

would you mind posting your  CfgExileEnvironment  block so i can compare it to mine please?

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11 minutes ago, Mr Health And Safety said:

It does as at least i know its a problem with my code somewhere.

would you mind posting your  CfgExileEnvironment  block so i can compare it to mine please?

Sure thing:

Spoiler

class CfgExileEnvironment
{
	class Esseker 
	{
		// A list of {position, radius} where building is not allowed at all
		nonConstructionZones[] = {};


		class FireFlies
		{
			// 1 = enabled, 0 = disabled
			enable = 0;

			// At this hour fire flies begin to spawn
			startHour = 18;

			// At this hour fire flies stop spawning
			endHour = 4;
		};

		class Anomalies
		{
			// 1 = enabled, 0 = disabled
			enable = 0;

			// At this hour anomalies begin to spawn
			startHour = 19;

			// At this hour anomalies stop spawning
			endHour = 6;
		};

		class Breathing
		{
			// 1 = enabled, 0 = disabled
			enable = 0;
		};

		class Snow
		{
			// 1 = enabled, 0 = disabled
			enable = 0;

			// https://community.bistudio.com/wiki/surfaceType
			surfaces[] = {};
		};

		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[] = 
			{
				{{11919, 7928.75, 13.6344},0,200}	// Novi Grad
			};
		};

		class Temperature
		{
			// Temperature in °C for the time of day, per hour
			// Add the first index to the last index, so it is 25 indizes!
			daytimeTemperature[] = {-1,-1,-1,0,2,5,10,15,20,21,23,25,26,27,26,24,21,20,19,17,14,9,7,5,-1};
		
			// Temperature change in °C when it is 100% overcast
			overcast = -2;

			// Temperature change in °C when it is 100% raining
			rain = -5;

			// Temperature change in °C when it is 100% windy
			wind = -1;

			// Temperature change per 100m altitude in °C
			altitude = -0.5;

			// Difference from the daytime temperature to the water temperature
			water = -5;
		};
	};

	class Namalsk: Esseker 
	{
		class FireFlies: FireFlies
		{
			enable = 1;
		};

		class Anomalies: Anomalies
		{
			enable = 1;
		};

		class Breathing: Breathing
		{
			enable = 1;
		};

		class Snow: Snow
		{
			enable = 1;
			surfaces[] = {"#nam_snow"};
		};

		class Radiation: Radiation
		{
			enable = 1;
			contaminatedZones[] = 
			{
				{{3960.14,	8454.75,	152.862}, 	80, 	140},	// Object A1
				{{4974.70,	6632.82,	4.74293}, 	40, 	150},	// Object A2
				{{6487.92,	9302.03,	36.0014}, 	60, 	110}	// Sebjan Chemical Factory
			};
		};

		class Temperature: Temperature
		{
			daytimeTemperature[] = {-2.00,-1.77,-1.12,-0.10,1.24,2.78,4.40,6.00,7.46,8.65,9.50,9.90,9.90,9.50,8.65,7.46,6.00,4.40,2.78,1.24,-0.10,-1.12,-1.77,-2.00,-2.00};
		};
	};
};

 

 

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  • 0

Thought i would set my temperature to 1 for each hour to make sure that my CfgExileEnvironment block was working OK and it is. But still no radiation ticking sound while in the area so dumped all my gear and disabled all infistar options. Turns out infistar god mode now disables the radiation sounds and visual effects!

Glad i decided to check everything before doing to much changing of code...

 

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