Author: jshock
Author Website:

Requirements: No addons required

Version: 0.5.6

Short description: 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).

Date: 2020-05-22 09:12

Comments: (0)


JSHK Contamination Area Mod


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.

To install JSHK Contamination Area Mod you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

Included files:

Media: has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Youtube channel

-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')
-If you have ACE enabled there won't be any real damage to the player over the course of the "time to death" until you reach the end when the player will go into a state of cardiac arrest. I'm working on adding in some other indicators for ACE and such, but haven't got that far, so the only thing is the coughing noise and eventually death.

And the standard, please report any major issues quickly so I can push an update just as quickly, thank you all.
Please post any issues on the BI forum thread!

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.

For more details and if you have any questions/suggestions/concerns please go to the BI forum thread.

Credits & Thanks:
Some of the community members I really can't thank enough for their help and their patience with my unpredictable schedule:
-Module icon picture
-Mask overlay images
-Gear textures (currently WIP)
Evil Organ:
-Environmental Effects post process effects code (currently WIP)
-Main Modification Logo and Detector GUI Interface aspects
-Detector GUI interface and code

-Added: Basic integration of Contact gear into mask/gear modules (by option)
-Added: Support for the Zeus Enhanced mod (though Achilles is still backwards compatible)
-Added: MOPP 4 option support in area module, see tooltips for details in-game
-Changed: Detection of ACE present from ace_main to ace_medical_status to accomodate players that do not use ACE medical
-Fixed: An issue where the Zeus detection would report as timed out when neither Zeus mod was present

- None
- Updated: New ACE function for cardiac arrest

-Added setting to Debug module to show/hide network related debug messages
-Changed Zeus UI to display all defaults when placing modules down consecutively
-Changed (simplified) the way clients are updated on key variables
-Changed from getPos to getPosWorld to update markers after using updateInfo fncs
-Changed declaration namespace of some preInit variables for client/server
-Fixed a number of before unseen logic or script errors causing any number of undesired results in dedicated MP
-Fixed issue when player respawned and would not be affected by areas until adding then removing gear
-Fixed issue where linked area on an object was not deleted after destroyed
-Temporary (possible permanent) removal of some suspending functions that may have caused long mission load times

-Zeus modules and functionality (with CBA/Achillies requirement, but no dependency)
-Add/Remove Contaminated and Safe Areas
-Compatible when Zeus master moves or manually deletes the area
-All Zeus-placed areas are automatically added to the interface for interaction
-Add/Remove Safe vehicles
-Invulnerability toggle
-fn_updateAreaInfo/updateSafeAreaInfo for on-the-fly changes to known zones
-Changed handling on a number of different functions on client/server communication
-Changed and condensed more functions with new accessory functions (as of 0.5.3)

-Added full set of accessory functions (reworked all other functions to include)
-Added the ability to exclude AI classes/factions from damage group
-Added more logging for debug purposes
-Added option to enable/disable cough sound when being damaged (player settings module)
-Added gear and mask module options to auto include the gear within JSHK Contamination Gear
-Fixed error in remove area and remove safe area functions
-Fixed logic error when using whole map as contam area
-Fixed logic error in mask overlay system
-Changed safe zone distance calulations from 2d to 3d
-Changed groundholder model for the detector
-Changed and moved some functions around organizationally
-Removed a number of newly redundant functions with the introduction of the accessory versions
-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)
-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
-Global Settings Module

-Added aim down sight functionality to allow the mask overlay to still be displayed
-Added further DEBUG handling on gear arrays to ensure classnames provided exist
-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
-Fixed "delete on destroy" handling with add area module

-Added Bikey (and associated folder)
-Added Vehicle Settings Module
-Which will now allow users to input classnames of vehicles, vehicle variable names, and as well as sync the module to any vehicles that will be designated among the "safe vehicles" while in contaminated areas.
-Added unitInit function to clean up the overall initialization of units
-Added a logging function that allows for an infinite number of variables and their associated values to be logged to the rpt when in DEBUG mode
-Fixed a logic error in the damage recovery function
-Fixed an error with the time to death functionality (where a player would die instantaneously when without gear and exposed to an area)
-Fixed a variable handling error that kept the mask overlay from displaying
-Changed the name of the damage handle loop from fn_condLoop to fn_damageCondLoop
-Changed the name of the detector sound loop from fn_inAreaLoop to fn_detectorSoundLoop
-Removed drop-down option for "Mask Overlay Type" in the Mask Settings Module (was redundant given the class pools)

-initial release

Forum topic:
- BI forums

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