Eogos 24 Posted June 16, 2017 1 hour ago, jshock said: @Eogos I will get working on that and hopefully get something up later tonight, will let you all know. Thanks man, I appreciate it. Share this post Link to post Share on other sites
festivalmatt 0 Posted June 16, 2017 2 hours ago, jshock said: But until then you guys are free to send me a PM with a list of what modules you have down, screenshots of those settings, screenshots of the general setup in the editor and your general intent of the mission to see if I can get you going Speaking on my behalf only, you concentrate on getting what you need done mate. I wont bother your inbox. Quote As a side note, I'm thinking about doing "video documentation", well more of a "how to" usage series on this, since I'm too busy/lazy whatever to really write out documentation. I'll let you know what I decide. That sounds a really good idea imo! Share this post Link to post Share on other sites
Sill2 1 Posted June 17, 2017 Here's what i've got active and its not working. Now i have tried all kinds of combinations with synced modules and synced units to modules and all kinds of crazy combinations to search for something that might work but no combination did work. I also had tries when i had items separated by commas written down in the gasmask module since it dosent have to be a gasmask that protects you. But that didnt work either. Here are screenshots of my modules and the player rifleman who's testing the gas. And in the box is his gasmask. http://imageshack.com/a/img923/5495/DEkCw6.pnghttp://imageshack.com/a/img924/9004/VwrGWN.pnghttp://imageshack.com/a/img924/9783/4TFzNJ.pnghttp://imageshack.com/a/img922/2084/B3xUkY.pnghttp://imageshack.com/a/img922/5766/lWujck.pnghttp://imageshack.com/a/img922/7526/1QH4qC.pnghttp://imageshack.com/a/img923/5052/LywkVu.pnghttp://imageshack.com/a/img923/8070/OSCodq.png Share this post Link to post Share on other sites
festivalmatt 0 Posted June 17, 2017 @Sill2 Dont you have to have the mopp level set to something for gear to negate the contamination effects? Spoiler Bottom option Share this post Link to post Share on other sites
Sill2 1 Posted June 17, 2017 Yes i tried having it at diffrent levels. It didnt make a diffrence. 1 Share this post Link to post Share on other sites
jshock 513 Posted June 17, 2017 Got busy yesterday and didn't have time to put together the example, sorry! @Sill2 first problem I see (which I gather from the first picture) is you have two Mask Settings modules, you should only need one. Go ahead and change the MOPP level of the area to level one. Put the classname of your mask in one of the three options (M50, Two-eyed, Open) in the Mask Settings module (I recommend two-eyed since you're using the S10). Though you do have the overaly disabled, so I guess it won't really matter. The other thing to double check is that the mask actually inherits from and is classfied as "goggles" and not headgear, otherwise you would need to change the option that says "Head/Goggles: Use Goggles as Mask" to "Use Headgear as Mask". And just to be complete, you do know that you have to be a minimum of 100 meters away before your detector starts detecting (cold zone radius) and 50 meters away before damage is applied when you don't have the required gear (hot zone radius). In your case since you are using the module position and not a synced object the "object zone radius" doesn't do anything. You can of course change those values at will. If none of that works, I'm not particularly sure what the problem could be. So put down a debug module, enable it, start your mission get your mask on and go into the area. Once you're there take off your mask for a few seconds then put it back on. Back out to the editor and send me your RPT file (found in: C:\Users\YourFancyUsernameHere\AppData\Local\Arma 3). EDIT: Make sure the mask classname has no quotations, just the classname by itself. (i.e. not "My_mask" but My_mask) Share this post Link to post Share on other sites
jshock 513 Posted June 17, 2017 6 hours ago, Sill2 said: Here's what i've got active and its not working. Now i have tried all kinds of combinations with synced modules and synced units to modules and all kinds of crazy combinations to search for something that might work but no combination did work. I also had tries when i had items separated by commas written down in the gasmask module since it dosent have to be a gasmask that protects you. But that didnt work either. Here are screenshots of my modules and the player rifleman who's testing the gas. And in the box is his gasmask. http://imageshack.com/a/img923/5495/DEkCw6.pnghttp://imageshack.com/a/img924/9004/VwrGWN.pnghttp://imageshack.com/a/img924/9783/4TFzNJ.pnghttp://imageshack.com/a/img922/2084/B3xUkY.pnghttp://imageshack.com/a/img922/5766/lWujck.pnghttp://imageshack.com/a/img922/7526/1QH4qC.pnghttp://imageshack.com/a/img923/5052/LywkVu.pnghttp://imageshack.com/a/img923/8070/OSCodq.png Issue resolved, was using the display name of the mask, not the classname. Simple and easy fix . 2 Share this post Link to post Share on other sites
thecuban 1 Posted June 17, 2017 Just wanted to bring to your attention that the "Hazard area" does NOT affect AI. I cant get the contamination to kill AI or affect them at all. Share this post Link to post Share on other sites
Heinrich Kramer 172 Posted June 17, 2017 pretty sure that's deliberate as AI tends to act strange when it get's damaged without finding an enemy they'd just lie down and die because it is primarily programmed to react to enemy fire, not gas Share this post Link to post Share on other sites
jshock 513 Posted June 18, 2017 10 minutes ago, thecuban said: Just wanted to bring to your attention that the "Hazard area" does NOT affect AI. I cant get the contamination to kill AI or affect them at all. I know that and I will be pushing that feature at some point in the near future. Share this post Link to post Share on other sites
thecuban 1 Posted June 18, 2017 19 hours ago, jshock said: I know that and I will be pushing that feature at some point in the near future. Sweet, thanks! Share this post Link to post Share on other sites
jshock 513 Posted June 18, 2017 UPDATE: HOTIFX FOR v0.5.1 is LIVE -new version: v0.5.1h OP mirror links updated. Changelog: Spoiler -PUBLIC v0.5.1h Additions: -Added aim down sight functionality to allow the mask overlay to still be displayed when aiming down your weapon -Added further DEBUG handling on gear arrays to ensure classnames provided exist, will provide rpt feedback otherwise Changes/Fixes: -Fixed initialization issue with "JSHK_contam_aiAutoRecovery" which would error out when player was in recovery -Fixed initialization issue with "JSHK_contam_maskTypeOfGear" which caused spamming rpt messages when the Mask Settings Module was not present -Fixed "delete on destroy" handling with add area module Removals: -None 1 Share this post Link to post Share on other sites
kecharles28 197 Posted June 18, 2017 Updated mod v0.5.1.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted June 18, 2017 The Armaholic mirror has been updated with the new version:JSHK Contamination Area Mod v0.5.1h Share this post Link to post Share on other sites
loopdk 92 Posted June 19, 2017 Is there a mission file with small guide for all moduls? Share this post Link to post Share on other sites
jshock 513 Posted June 19, 2017 Just now, loopdk said: Is there a mission file with small guide for all moduls? No, not yet, the feature list on the OP is the closest I've got to a guide atm. I've been meaning to put a video or something similar together on basic usage of all the modules but I've been a bit busy the past couple days and wanted to get this hotfix out there first. 2 Share this post Link to post Share on other sites
Tiberius_161 41 Posted June 20, 2017 Im really looking forward to use this mod :) Share this post Link to post Share on other sites
loopdk 92 Posted June 25, 2017 Is it only SP? When i am in editor all is working fine but when i upload mission file for dideket server it dont work Share this post Link to post Share on other sites
jshock 513 Posted June 25, 2017 It should work MP...or at least it did. Check your PMs. Share this post Link to post Share on other sites
jshock 513 Posted July 12, 2017 UPDATE: v0.5.2 is LIVE OP mirror links updated. I apologize for the time it took to push another update and the fact I still haven't done a video on basic usage yet. This update brings a much needed MP fix and the ability to affect AI. Hopefully that will curb some peoples frustrations . Changelog: Spoiler -PUBLIC v0.5.2 Additions: -Added Gear Settings Module (for vests and uniforms) -Added Player Settings Module (damage handle options) -Added AI Settings Module (damage handle options for editor placed and spawned AI) Changes/Fixes: -Fixed critical error in MP where area information was not accessible to connected clients -Fixed an RPT error that would occur in fn_addArea -Changed the names of most of the modules to make them easier to follow in the editor interface Removals: -Global Settings Module 3 Share this post Link to post Share on other sites
jshock 513 Posted July 12, 2017 Well, myself and a friend are currently having issues with downloading it off of the workshop...not entirely sure what the problem is. It says that my mod is updated and it tries to download but then it cancels itself and tries again 5 minutes later, but never updates....anyone had a similar issue like this before? Seems like a general workshop issue atm. It's all fixed now :D. Share this post Link to post Share on other sites
Eogos 24 Posted July 22, 2017 Any ETA on setup guide? Share this post Link to post Share on other sites
jshock 513 Posted July 22, 2017 2 minutes ago, Eogos said: Any ETA on setup guide? Meant to do it this week...but I got a possible job opportunity with a software company and have been focused on trying to weasel my way into it. I'm hoping to have some time after this weekend....I wholefully apologize for my lack of action with it.... 1 Share this post Link to post Share on other sites
Ltf 381 Posted July 22, 2017 1 hour ago, jshock said: Meant to do it this week...but I got a possible job opportunity with a software company and have been focused on trying to weasel my way into it. I'm hoping to have some time after this weekend....I wholefully apologize for my lack of action with it.... I'm glad you have things to do currently because I still haven't finished opfor textures it'll be ready probably next week Share this post Link to post Share on other sites
jshock 513 Posted July 22, 2017 3 minutes ago, Ltf said: I'm glad you have things to do currently because I still haven't finished opfor textures it'll be ready probably next week Lol, all good man I still haven't finished configing the blufor uniforms and masks :D. Share this post Link to post Share on other sites