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4amMadman

Chernarus Map Limitations

Question

This is my first time running a map that wasn't some form of island. It didn't occur to me that there are no barriers to restrict players from going "off map" on CUP Core/Terrains version of Chernarus. 

Was wondering if there's a quick fix or method of limiting players to the textured segment of the map. The idea of bases being setup off map sort of ruins the whole game mod. 

Thanks in advance for any suggestions. 

Is it possible to place invisible walls? Or a set square/rectangular radiation zone(s)?

Edited by 4amMadman

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On 7/25/2017 at 9:12 AM, kuplion said:

 

Quick question. We're now testing a build for Chernarus Redux. The above radiation zone you've linked has ceased to work. Worked great on Chernarus but not Redux. This mission file is converted from the pbo for our current live server. ExileClient_system_radiation_thread_update.sqf is where it's supposed to be in mission folder. The following line is in class CfgExileCustomCode:

ExileClient_system_radiation_thread_update = "ExileClient_system_radiation_thread_update.sqf";	//Off-Map Radiation Kill Zone

and the following is from class CfgExileEnvironment:
 

Spoiler

class CfgExileEnvironment
{
    class Chernarus 
    {
        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 = 6;
        };

        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[] = {};
            */
        };

        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[] = {10.93,11.89,13.42,15.40,17.68,20.10,22.48,24.63,26.40,27.66,28.32,28.80,28.80,28.32,27.66,26.40,24.63,22.48,20.10,17.68,15.40,13.42,11.89,10.93,10.93};
        
            // 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;
        };
    };
};

Yet the contaminated zone is not working. I'm assuming this is because it's not reading the map properly? Perhaps because it's "class Chernarus" and not "class Chernarus Redux" ?

Any insight?

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