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Alfredo

Radiation Zone Creation

9 posts in this topic

I am trying to create a radiation zone on Chernarus. I used the 3DEN plugin to generate the code for the zone markers and put them into my mission.sqm. In game the markers are visible on the map and loot spawns like it should in radiation zones; however there is no radiation. When I walk into the zone it does not do any damage or have any effects. 

mission.sqm:

Spoiler

    class Markers
    {
        items=12;
        class Item0
        {
            position[]={6758.9131,6,2596.322};
            name="SpawnChernogorsk";
            text="Chernogorsk";
            type="ExileSpawnZone";
            
        };
        class Item1
        {
            position[]={1813.5934,8.4386616,2258.3909};
            name="SpawnKamenka";
            text="Kamenka";
            type="ExileSpawnZone";
            
        };
        class Item2
        {
            position[]={2700.69,6,9990.75};
            name="SpawnLopatino";
            text="Lopatino";
            type="ExileSpawnZone";
            
        };
        class Item3
        {
            position[]={4593.1162,5.98,2394.7522};
            name="SpawnBalota";
            text="Balota";
            type="ExileSpawnZone";
            
        };
        class Item4
        {
            position[]={10489.116,6,2258.6553};
            name="SpawnElektrozavodsk";
            text="Elektrozavodsk";
            type="ExileSpawnZone";
            
        };
        class Item5
        {
            position[]={9583.47,6,8808.47};
            name="SpawnGorka";
            text="Gorka";
            type="ExileSpawnZone";
            
        };
        class Item6
        {
            position[]={13484.333,6,6325.0059};
            name="SpawnSolnichniy";
            text="Solnichniy";
            type="ExileSpawnZone";
            
        };
        class Item7
        {
            position[]={13069.468,5.9923105,10370.767};
            name="SpawnBerezino";
            text="Berezino";
            type="ExileSpawnZone";
            
        };
       class Item8
        {
            dataType = "Marker";
            position[] = {6321.13, 0, 7813.88};
            name = "ExileMarker1";
            text = "Trader City  Stary";
            markerType = "ELLIPSE";
            type = "ExileTraderZone";
            colorName = "ColorBlack";
            fillName = "Border";
            a = 80;
            b = 80;
            drawBorder = 1;
            id = 101;
            atlOffset = 0;
        };
        class Item9
        {
            dataType = "Marker";
            position[] = {6321.13, 0, 7813.88};
            name = "ExileMarker2";
            text = "";
            type = "ExileTraderZoneIcon";
            id = 102;
            atlOffset = 0;
        };
            class Item10
        {
            dataType = "Marker";
            position[] = {6530.75, 0, 14136.8};
            name = "ExileMarker3";
            text = "Vypadat City";
            markerType = "ELLIPSE";
            type = "ExileContaminatedZone";
            colorName = "ColorBlack";
            fillName = "Border";
            a = 200;
            b = 200;
            drawBorder = 1;
            id = 103;
            atlOffset = 0;
        };
        class Item11
        {
            dataType = "Marker";
            position[] = {6530.75, 0, 14136.8};
            name = "ExileMarker4";
            text = "";
            type = "ExileContaminatedZoneIcon";
            id = 104;
            atlOffset = 0;
        };
    };

I also made sure that in my config.cpp that radiation is enabled.

Any help is appreciated!

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@Alfredo The "contaminatedZones[]" isn't used anymore. You have to put it in the mission.sqm. 

Find this line 

Spoiler

class Item19
        {
            dataType = "Marker";
            position[] = {11932.3, 0, 7934.4};
            name = "ExileMarker19";
            text = "Contaminated Zone Novi";
            markerType = "ELLIPSE";
            type = "ExileContaminatedZone";
            colorName = "ColorBlack";
            fillName = "Border";
            a = 200;
            b = 200;
            drawBorder = 1;
            id = 119;
            atlOffset = 0;
        };
        class Item20
        {
            dataType = "Marker";
            position[] = {11932.3, 0, 7934.4};
            name = "ExileMarker20";
            text = "";
            type = "ExileContaminatedZoneIcon";
            id = 120;
            atlOffset = 0;
        };

position[] = {11932.3, 0, 7934.4}; // positon x,y //// a = 200 b = 200 /// how wide a = x,b = y

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17 hours ago, Inyó said:

The "contaminatedZones[]" isn't used anymore. You have to put it in the mission.sqm. 

Thanks for responding!

I am currently not using contaminatedZones[] and have placed the marker/ellipse code shown below in my  mission.sqm, the marker and ellipse shows up in-game on the map and it spawns radiation loot in that area but there is no radiation in that area.

Here is my mission.sqm code that creates the ellipse/marker:

		class Item10
		{
			dataType = "Marker";
			position[] = {6530.75, 0, 14136.8};
			name = "ExileMarker3";
			text = "";
			markerType = "ELLIPSE";
			type = "ExileContaminatedZone";
			colorName = "ColorBlack";
			fillName = "Border";
			a = 200;
			b = 200;
			drawBorder = 1;
			id = 103;
			atlOffset = 0;
		};
		class Item11
		{
			dataType = "Marker";
			position[] = {6530.75, 0, 14136.8};
			name = "ExileMarker4";
			text = "";
			type = "ExileContaminatedZoneIcon";
			id = 104;
			atlOffset = 0;
		};

Here is the marker and ellipse on the map as well as an image of the extra weapons that spawn due to radiation loot:

Spoiler

Bq6llpj.jpg

hmHk44D.jpg

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Now it looks like that the zone is now configured (becasuse you configure it in mission.sqm), but now, you need to enable radiation in the config.cpp, and triple check (you should have something like: case: chernarus) im sorry im at work right now. I would say first try whit only one radiation zone. 

Edited by Inyó

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Yea the Zones run now only over mission.sqm

I think your problem is that you cant 
get the hight cord. ATM i got the same problem!

Early was it better over the Server_Conig

Now i can adjust the borderoutline but it have no attenion
on the radius of the Radiationzones.!?

I build a Camp on Green Mountain.
The problem what i got is that the Radiationzones
Directly under the sphere of Green Mountain. 
It is under the ground but i cant lift it over the Coordinates....

when i put in the hight coord on the "0"
{3707.87,0,5982.38};
The whole zone drops down to the see.
But its nothing change in the hight!!!

A Sphere is not a 2D Marker ?
I dont understandt what they do with the marker.?!
I mean the zones are working but 1 of 3 are in the ground.

class Item17
        {
            dataType = "Marker";
            position[]= {3707.87,0,5982.38};
            name="ContaminatedZoneGreenMountain";
            text="";
            markerType="ELLIPSE";
            type="ExileContaminatedZone";
            colorName="ColorBlack";
            fillName="Border";
            a=400;
            b=400;
            drawBorder = 1;
            id = 116;
            atlOffset = 0;
        };

please excuse my terrible english.

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Sorry for such a late response I have been very busy lately

On 1/31/2017 at 7:18 AM, Inyó said:

you need to enable radiation in the config.cpp, and triple check (you should have something like: case: chernarus)

I have radiation enabled and I believe I have the class for Chernarus setup correctly since breathing and fireflies work correctly:

Spoiler

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

            // 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 = 1;
        };

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

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

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

        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;
        };
    };

 

On 2/1/2017 at 3:26 PM, S.T.Λ.L.K.Σ.R said:

A Sphere is not a 2D Marker ?
I dont understandt what they do with the marker.?!

I wonder if the exile server code still considers the radiation zone as a sphere like it was when we used to have to setup the zone through config.cpp

I am gonna try to add a radiation zone on the ocean and see if it works. I will respond ASAP

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I just tested the radiation zone in the ocean and it does not seem to work either

Here are some screenshots:

Spoiler

All of these were taken when I was not in god mode.

At sea level inside the radiation zone:

yGOpEQH.jpg

On the ocean floor inside the radiation zone (Just in case):

rSfgasw.jpg

Marker on the map and the world spaces shown in the chat box:

MzzDkkI.jpg

For some odd reason on Chernarus the sea level is not actually 0, it seems like 0 is the sea floor? Maybe this is just the way the world space displays?

From this I can conclude it is not an issue of my marker position but something else.

 

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Sorry to bump this but I have looked through countless forum posts trying to solve this with no luck. Any help would be appreciated!

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