Rivin

Tanoa Contamination Zones

8 posts in this topic

Hi guys. Ok so I've done a LOT of searching on the forums but am a little confused by the change from using coords in the config.ccp to using Exile_3den pluggin to generate code to be inserted into the mission.sqm. I've tried many things including copying and pasting the other contaminated zone info (Island on upper left of the tanoa map) and just adjusting the size and altitude. For example, here is a section of the missions.sqm creating the working zone:

		class Item41
		{
			dataType = "Marker";
			position[] = {2901.51,0.0,12333.8};
			name = "ExileMarker41";
			markerType = "ELLIPSE";
			type = "ExileContaminatedZone";
			colorName = "ColorBlack";
			fillName = "Border";
			a = 1600.0;
			b = 1600.0;
			drawBorder = 1;
			id = 141;
			atlOffset = -127.87136;
		};
		class Item42
		{
			dataType = "Marker";
			position[] = {2901.51,0.0,12333.8};
			name = "ExileMarker42";
			type = "ExileContaminatedZoneIcon";
			id = 142;
			atlOffset = -127.87136;
		};

and here is the code I added to the bottom of the class items:

		class Item58
		{
			dataType = "Marker";
			position[] = {11064.5,0.0,8475.55};
			name = "ExileMarker58";
			markerType = "ELLIPSE";
			type = "ExileContaminatedZone";
			colorName = "ColorBlack";
			fillName = "Border";
			a = 140;
			b = 140;
			drawBorder = 1;
			id = 158;
			atlOffset = -216.771;
		};
		class Item59
		{
			dataType = "Marker";
			position[] = {11064.5,0.0,8475.55};
			name = "ExileMarker59";
			type = "ExileContaminatedZoneIcon";
			id = 159;
			atlOffset = -216.771;
		};

I also changed the items = 58; to items = 60; to reflect the addition of the zone and marker. 

So far I get pretty icon and zone areas on the map but with no radiation effect. I'm completely stumped because the code was copied right from the mission.sqm so it should work right? the atloffset I got from infistar command line after running a getPos script. Any ideas?

 

Edited by Rivin
Formatting

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Go to your mission's config.cpp find the cfgexilenviorment as seen below

924acbcf41ead812ef3a1cbd8dfe9c11.gif

 

1. Make sure your map name is correct (Tanoa)

2. If your radiation section does not look like mine, scroll down the the namalsk section and copy that radiation section and paste it into your maps section (then i would // uncomment all other sections as they are not needed)

3. ((coordinates, height) 100% radiation, radius) <-- the middle number 100% radiation is when the radiation zone is at its strongest all the way to the center, the lower the number the weaker the damage will be closer to the center

4. Make sure it's enabled to 1 and the coordinate and radius are exact, then you can set the *power* of the radiation in the center from 80 to whatever, then play and check

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So we still need to put coords in the config.cpp? I thought they changed that.

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2 minutes ago, Rivin said:

So we still need to put coords in the config.cpp? I thought they changed that.

well it doesnt work without it in the times ive used radiation zones :/

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Something like this? (Sorry I'm very new to server editing)

class CfgExileEnvironment
{
	class Tanoa 
	{
		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;
			contaminatedZones[] = 
			{
				{{11064.5,	8475.55,	152.862}, 	80, 	140},	// Temple Ruins
			};
		};

		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[] = {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 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: 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};
		};
	};

	class Tanoa: Altis
	{
		class FireFlies: FireFlies
		{
			enable = 0;
		};

		class Anomalies: Anomalies
		{
			enable = 0;
		};

		class Breathing: Breathing
		{
			enable = 0;
		};

		class Snow: Snow
		{
			enable = 0;
		};

		class Radiation: Radiation
		{
			enable = 1;
		};

		class Temperature: 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};
		};	
	};
	*/
};

 

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8 minutes ago, Rivin said:

Something like this? (Sorry I'm very new to server editing)


class CfgExileEnvironment
{
	class Tanoa 
	{
		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;
			contaminatedZones[] = 
			{
				{{11064.5,	8475.55,	152.862}, 	80, 	140},	// Temple Ruins
			};
		};

		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[] = {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 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: 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};
		};
	};

	class Tanoa: Altis
	{
		class FireFlies: FireFlies
		{
			enable = 0;
		};

		class Anomalies: Anomalies
		{
			enable = 0;
		};

		class Breathing: Breathing
		{
			enable = 0;
		};

		class Snow: Snow
		{
			enable = 0;
		};

		class Radiation: Radiation
		{
			enable = 1;
		};

		class Temperature: 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};
		};	
	};
	*/
};

 

yea in my also limited experience that looks about right :P

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I must be missing something else... Edited the config.cpp just like that and still not working... I wonder if there is something else that could be overriding the mission.sqf and config.cpp?

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Posted (edited)

I think I figured it out. 140m radius is too small to activate the zone. Set it to 300m radius and bingo! The radius needs to be set inside the mission.sqf file.

Edited by Rivin
clarity

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