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Butters Radiation

Butters Radiation My inspiration for making this mod is creditted to STALKER Beyond RP and the staff team there. That and the severe lack of decent quality free addons that arent being monopolized or what ever. Mods should be free; doesnt go without saying that labor should be rewarded when it can be. Like donations if someone feels generous but at the end of the day were all here to modify a Mod from Arma 2, with… (more)

Butters Radiation My inspiration for making this mod is creditted to STALKER Beyond RP and the staff team there. That and the severe lack of decent quality free addons that arent being monopolized or what ever. Mods should be free; doesnt go without saying that labor should be rewarded when it can be. Like donations if someone feels generous but at the end of the day were all here to modify a Mod from Arma 2, with the idea of roleplaying a different game lmao. Two separate hazards, both built on admin-placed zones: conventional radiation that accumulates as a dose and kills you slowly, and PSI radiation that fills a 0–100 bar and kills you all at once. Radiation Dose accumulates in mSv while you stand in a zone, and decays when you leave Four stages of sickness, with symptoms — coughing, blurred vision, vomiting Stage 4 brings real penalties, not just a warning Dose persists across restarts and resets on death Zones are spheres or boxes with a soft falloff edge, so a geiger winds up as you approach instead of snapping on at a border PSI Radiation A second, deadlier hazard with its own zones, its own protection table and none of radiation's numbers. A 0–100 bar rather than an open-ended dose — and 100 is terminal Yellow tint, a fine animated static haze and a gaussian blur that build with exposure Looping psi audio that steers with intensity A brain badge on the HUD with four tiers — there is no psi detector, so this is the only way to read your level A five-second entry grace: you see and hear a field immediately, but it does not hurt you for a moment, so stepping two paces in and back out costs nothing Unprotected in a field at full strength, you go from clean to dead in one minute Protection Masks and filters — subtractive protection, with filters that drain while they work Worn clothing — configured per item. Worn means worn: a jacket in your backpack protects nobody Carried artifacts — items that shield you, emit radiation, or both Medicine — four anti-rad treatments plus Psi-Block Protection ratings show in the inspect window, so you can see what a piece of gear is actually worth Items Dosimeter — handheld, toggled with a rebindable key, with a 7-segment readout and banded tick audio that gets more agitated the hotter it gets Cystamine, B190, Mexamine, Potassium Iodine — anti-radiation medicine Psi-Block — the only counter to psi. Strips 10/sec for 2.5 minutes and halves intake while active. Have it running when you hit 100 and it stops what happens next Personal Artifact Containers (Mk I / II / III) — lead-lined cases that seal an artifact completely. Nothing inside emits, and nothing inside protects. Hold 1, 2 and 4 artifacts PSI Emitter — a placeable, car-battery-powered device that floods its surroundings with psi radiation. Place it, wire it, switch it on, and be somewhere else Admin tools Everything is driven from a VPP Admin Tools submenu — no file editing required to run the mod. Place, edit and delete zones in game, for both hazards, grouped into named regions with a master switch per region 117 settings editable live, covering every tunable in the mod Protection tables edited in game Radiation and psi rows in Player Management, and the admin heal clears both Everything server-authoritative — clients never read or write a config file of their own, so there is nothing on a player's machine to edit in their favour Performance Zones are plain data, never entities. No triggers, no collision volumes, nothing network-synced per zone — a zone costs one bounding-box rejection per player per tick. Hundreds of zones are

Workshop 3813602063

Not analyzed yet

modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 1 live server in the crawl publishes it.

The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.