ToxicZoneAlert
ToxicZoneAlert The gas doesn't just appear anymore. It gets dropped on you. This mod replaces vanilla's dynamic contaminated area with a real, staged event: a siren at the target, a B-2 bomber crossing the sky, a FAB-250 falling, and a toxic zone left behind. Thirty seconds of warning - if you're close enough to hear it. What happens Siren and chat warning at T-30s, a real B-2 bomber flying in at T-22s, the bomb… (more)
ToxicZoneAlert The gas doesn't just appear anymore. It gets dropped on you. This mod replaces vanilla's dynamic contaminated area with a real, staged event: a siren at the target, a B-2 bomber crossing the sky, a FAB-250 falling, and a toxic zone left behind. Thirty seconds of warning - if you're close enough to hear it. What happens Siren and chat warning at T-30s, a real B-2 bomber flying in at T-22s, the bomb releasing at T-4s, and impact at T-0: blast, screen shake, and a real gas cloud that's visible and lethal for every player - even those without the mod. NBC-suited infected rise with the cloud, and the scorched bomb casing stays behind as lootable wreckage - break it open for a chance at gear, or set off the live charge still inside. Highlights Full cinematic build-up - directional siren, chat warning, a visible bomber, a falling bomb, impact FX and a blast wave, all configurable. Lootable dud - the bomb casing survives the blast. Break it open by hand or with a tool for a configurable loot table, at the risk of detonating the remaining charge. Infected at ground zero - NBC-suited infected spawn with the cloud; types and odds are fully configurable, or switch them off. On-screen warning - a toast notification next to the chat line, for players nearby or server-wide, naming the target location. Needs no other mod; picks up Expansion's notification style automatically where it's installed. Map marker - the impact is marked on the map until the cloud clears. Requires DayZ-Expansion-Navigation and shows on Expansion's map only. Safe zones - protect traders and bases; the whole gas cloud is checked against them, not just the impact point. Flexible scheduling - an even spread across a cycle, a randomized window around your server's restart schedule, or (new) strikes pinned to exact minutes before/after restart - the middle of your uptime can stay quiet either way. Ready-made presets ship in the mod's presets folder, just copy the one that fits into your settings.json. No network load - the aircraft is simulated locally on each client, never synced. Any map - built-in positions for Chernarus, Livonia and DeerIsle; add your own anywhere. On every start the mod writes a copy-and-paste target list read straight from your mission's cfgeventspawns.xml, and ready-made lists for maps without such an event (Namalsk) ship in the presets folder. Localized in 14 languages. Every setting and feature explained in detail: see the full Guide. Companion add-on: Expansion AI Running DayZ-Expansion-AI? A separate optional add-on drops an armed squad right at the impact - NBC-suited, holding the crater in the gas. The base mod stays standalone; the add-on only loads where Expansion AI is present. ToxicZoneAlert - Expansion AI Rather stay with Expansion's own tools? A patrol anchored to the dud bomb through AIPatrolSettings.json does much the same job without an extra mod - the Guide has a ready-made example. Thanks to GoonWolf666 for finding it. For server owners The one XML change you must make You have to switch the vanilla event off. In your mission's db\events.xml, find StaticContaminatedArea and set it inactive: <event name="StaticContaminatedArea"> <active>0</active> Otherwise vanilla gas zones and ToxicZoneAlert zones both spawn. That's the only mission XML change this mod needs. No types.xml, no cfgeventspawns.xml, no territories - nothing goes through the central economy. Sakhal has no S
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