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Released! Both Vanilla and CUP versions are published to Steam, and my onedrive link here: https://onedrive.live.com/?id=5B54FC51A7917265!156668&cid=5B54FC51A7917265 CUP version is available separately! I've been playing with the different artillery selections so their max ranges should be accurately simulated. Up to 300km range on the SCUD so it should work on even the big-huge maps out there. Arty Fire Mission Improved SCUD functions! Initiates player-requested SCUD fire mission for friendly pook_SCUD launchers. Can be scripted for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General Guba before he launches the SCUD" type missions). This function is available for SCUD, and Iskander (9K720) functions are in the works. To use the SCUD launch function: To use the SRBM Function: Players can ready, load and fire the missiles, enabling the choice of HE, cluster, and 5kt nuke warheads on a player-controlled vehicle. Multiple texture sets for the vehicles. Trying to cover all the different camo variations - forest, desert, jungle, drab green for most of the vehicles. I've redone some of the previous textures from the A2 models that weren't looking too good in A3. Credit where it's due: - Citizenship models: 2S19, 2S3, 9K720 (default textures) - BIS: SCUD model, T72 chassis - MAZ chassis units all based on SA8Gecko's original A1 model. - Me: All the other models; custom textures, and logic for all vehicles. - - Also, new wheel 3D model w/ actual modeled tread. Systems so far - 2S19 'Msta' Self-Propelled Howitzer 2S1 Self-Propelled 122mm Howitzer (on the right) 2S3 Self-Propelled 152mm Howitzer (on the left) 2S5 Self-Propelled 152mm Howitzer (no pic yet) TOS-1A Mobile Rocket Artillery A-222 'Bereg' Coastal Artillery 4K51 'Rubezh' Coastal Missile Artillery 3K60 'Bal' Coastal Missile Artillery 9K58 (Smerch) Rocket Launcher 9K72 SCUD SSBM Launcher (selectable HE, cluster, and 5kt nuke warheads) 9K720 'STONE' SSBM Launcher CHANGE NOTES
What does this mod do exactly? This mod enables you to simulate a biological attack (or anything in your imagination) within a user defined/placed area and the only way you can make it through it is if you have a certain set of gear (all user defined). This mod is modular and allows you to define any headgear/goggles/uniform/vest (check features list for more details) to be considered necessary gear for traversing the area and there is a detector with sounds when you are in the area (similar to a Geiger counter) so you know if you need to have your gear on or not. Create safe zones or vehicles as you please. Zeus integration through Achilles or Zeus Enhanced. The mod will have no outside dependencies, but will be compatible with ACE3 in the sense of how damage is applied over time to the player if ACE3 medical is enabled on the client. See also: JSHK Contamination Gear Missions: Operation Tombstone: Prelude Current version: PUBLIC v0.5.6 Notes/Updates on current version: -Zeus functionality is only present when you are running Achilles OR Zeus Enhanced along with CBA, while they are not dependencies on the overall mod they are required since I'm using their functions. -If you have an issue with the mod, please post or PM me so I can fix it in a timely manner! -I do not know how much time I can dedicate to this mod and its evolution, but I do hope to push updates with cool new features as time goes along. I appreciate your future patience. -I have done minimal MP testing on all fronts as I don't have access to a server like I once did. Please let me know if MP doesn't work... Other Notes: -Make sure that the classnames for the gear DO NOT have quotations in the module input and separate each class with a comma. -To bring up your detector, make sure it is in your active inventory (the watch slot) and press your WATCH key (default is 'O') Changelog: Features List(s): Media: Some of the community members I really can't thank enough for their help and their patience with my unpredictable schedule: Ltf: -Module icon picture -Mask overlay images -Gear textures Evil Organ: -Environmental Effects post process effects code (currently WIP) zagor64bz: -Main Modification Logo and Detector GUI Interface aspects Soolie: -Detector GUI interface and code Mr. Skellington: -For his work on CBRN Defense Units that he has graciously released for public consumption The Achilles Team & Zeus Enhanced Team -For their functionality allowing for custom modules to be made through Zeus on-the-fly DOWNLOAD and SUBSCRIBE: Note: I plan to only release on the Steam Workshop for Arma 3 and a mirror on Google Drive
FULL RELEASE THREAD (link) I've had this project half finished for months now, but I am seeing what the community may think of a contamination area mod. What does this mean? It means that you can simulate a biological attack (or anything in your imagination) within a user defined/placed area and the only way you can make it through it is if you have a "mask" on or certain set of gear (all user defined). This mod would be modular and allow you to define any headgear/goggles/uniform/vest to be considered necessary gear for traversing the area (so it will work with Hidden Identities) and there is a detection sound when you are in the area (similar to a Geiger counter) so you know if you need to have your gear on or not. The mod will have no outside dependencies, but will be compatible with ACE3 in the sense of how damage is applied over time to the player if ACE3 is enabled on the client. Please let me know if this would be of any use (or if there is something already out there) and I may be able to find some time to finish it and push it out to the community :)! Features List(s): Here is some footage of what I have thus far: Aspiring/Interested Developers If you are interested in assisting me with this mod, there is a list of features below that I'm unsure I can complete myself, you will of course get credits when/if it's released! - MOPP Gear models/configs (mask, suits, etc.) -Particle effects for areas Please PM me here on the forums if you are interested!
Inspired by MKY's blizzard script, I created functions that provide you with climatological information. The functions contain a simple climatological model and statistical data, that I gathered from all kinds or sources on the web. The climatological data can be overriden by terrain makers, using config entires. I hope that this will contribute to the creation of weather addons, realism- and survival mods. Input is mostly limited to time, date and a position or object. Besides climatological data, the functions determine Latitude, time, date, overcast, fog, cloud occlusion, terrain occlusion, and object occlusion to calculate output values. The following variables are provided as output: * Air temperature (°C) â€“ llw_fnc_getTemperature * Date and time (YYYY-MM-DD hh:mm:ss) â€“ llw_fnc_getDateTime * Shadow detection (true/false) â€“ llw_fnc_inShadow * Solar Azimuth angle (Â°) â€“ llw_fnc_getSunAngle * Solar Elevation angle (Â°) â€“ llw_fnc_getSunAngle * Solar Elevation angle at 12:00PM (Â°) â€“ llw_fnc_getSunElevationNoon * Solar Radiation energy (W/mÂ²) â€“ llw_fnc_getSunRadiation * Sunrise time (hours) â€“ llw_fnc_getSunRise * Sunset time (hours) â€“ llw_fnc_getSunRise * Sea temperature (Â°C) â€“ llw_fnc_getTemperature FUNCTIONS llw_fnc_getDateTime - TEXT: current date and time as "YYYY-MM-DD (hh:mm:ss)" llw_fnc_getSunAngle - ARRAY: (0) Solar Elevation angle and (1) Solar Azimuth angle. Current angles, or angles at a given time and date. llw_fnc_getSunElevationNoon - NUMBER: Solar Elevation Angle at 12:00AM llw_fnc_getSunRadiation - NUMBER: Solar radiation energy in W/mÂ² at object or position. When a subclass of Man is referenced, torso is used as reference position. llw_fnc_getSunRise - ARRAY: (0) Time at sunrise and (1) time at sunset. For current day or for date provided in parameters. llw_fnc_getTemperature - ARRAY: (0) Air temperature and (1) sea temperature in degrees celcius. llw_fnc_inShadow - BOOLEAN: returns wheteher an object or position is shielded from the sun. When a subclass of Man is referenced, torso is used as reference position. Please refer to the enclosed README.TXT for further details. The scripts come with a demonstration script. (see screenshots) Download link: https://mega.nz/#!SwASwI7Y!WAQfpILWc-7HeTmBpdqPRoWWwfhajvsvCyjKI4aS7rU