#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png) Radiation \[SUBMISSION\]

##

- **HexenMapper**
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   9 years 6 months ago - 9 years 6 months ago [\#5390](#5390) by HexenMapper  *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5390 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")* was created by *HexenMapper*

 Information:
Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:
 [ ![[img](http://i.imgur.com/WkJYwsR.jpg) ](http://i.imgur.com/WkJYwsR.jpg "[img")

 [ ![[img](http://i.imgur.com/Tphm7FQ.jpg) ](http://i.imgur.com/Tphm7FQ.jpg "[img")

Download Link:
[url=http://www.m*diafire.com/file/u2f6u8n12qmzfmi/RADIATION_3.zip]Mediafire[/url]

 Last edit: 9 years 6 months ago by HexenMapper.

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   9 years 6 months ago [\#5397](#5397) by MagicWazard  Replied by *MagicWazard* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5397 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Interesting idea. What prompted you to have radiation damage dealt via melee attack, versus, say, explosion? I'm curious if that confers a specific benefit to something like this.

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- **HexenMapper**
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   9 years 6 months ago [\#5398](#5398) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5398 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Not too sure, just seemed like the right way to do it. It could potentially be a hitscan or any kind of attack, as long as the damage gets to the player somehow ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Also I dont really have any screenshots, because the effect is invisible... Hope the images I submitted are ok!

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   9 years 6 months ago [\#5428](#5428) by Blue Shadow  Replied by *Blue Shadow* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5428 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 The problem I see with using melee to inflict damage is that it's not multiplayer friendly. Also, something to note, wearing a radiation-shielding suit doesn't protect you against radiations, which is weird. ![:P](https://www.realm667.com/tongue.gif ":P")

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- **HexenMapper**
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   9 years 6 months ago [\#5432](#5432) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5432 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Its easy enough to change the attack to a hitscan (would there be problems if objects were between the radiation actor and the target?)
Making it so the radiation suit protects seems to be harder to implement. I tried a few different damage types, but none of them seem to allow the radsuit to protect.

When I used this in my mod I created a custom radiation suit with gas mask breathing and screen overlay, but It would be nice to have the standard radiation suit protect.

Any recommendation on which attack type to use that will be able to be defended by the radiation suit?

Thanks

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   9 years 6 months ago [\#5434](#5434) by MagicWazard  Replied by *MagicWazard* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5434 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 I don't believe that the radiation suit actually protects against any defined damage type, so much as it protects against certain types of defined sector-based damage effects. In other words, simply assigning a damage type to the radiation cloud's "attack" won't do anything. With that said, you can always modify the radiation suit itself to give the player a powerup that negates damage from the radiation cloud's attack type. See below.

 Warning: Spoiler!

 For instance, you can create a power like this:
Code:

ACTOR PowerRadiationProtection : PowerProtection { DamageFactor "Radiation", 0.0 Powerup.Duration -60 }

Because it doesn't seem possible for a single item to give you more than one powerup at a time, you'll have to create a "giver" item that confers the power:
Code:

actor RadiationProtector : PowerupGiver { Powerup.Type "RadiationProtection" Inventory.Maxamount 0 +INVENTORY.AUTOACTIVATE }

Then, make a new item which provides both the radiation suit as well as the radiation protection powerup giver. This item will look like the radiation suit once it's dropped into a map. This should effectively provide both powerups at once.
Code:

ACTOR ComboRadSuit : CustomInventory { Height 46 +INVENTORY.ALWAYSPICKUP Inventory.PickupMessage "$GOTSUIT" // "Radiation Shielding Suit" States { Spawn: SUIT A -1 Bright loop Pickup: TNT1 A 0 A_GiveInventory("RadSuit", 1) TNT1 A 0 A_GiveInventory("RadiationProtector", 1) Stop } }

Then, once this is all said and done, ensure that the radiation clouds' damage type is set to "Radiation". With any luck, this should do the trick. Note that I haven't actually tested this out yet. ![;)](https://www.realm667.com/wink.gif ";)")

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- **HexenMapper**
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   9 years 6 months ago [\#5435](#5435) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5435 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Thanks for the help MagicWizard

I had a tinker and now the ComboRadSuit does protect from radiation (and all other radiation suit things)

http://www.m*diafire.com/file/mqwwteolwh4fpeo/RADIATION.rar

I also nerfed some of the damages as they were a bit high.

The Radiation is still a melee attack, is this going to be a large problem for multiplayer? Making it a hitscan seemed to cause problems

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   9 years 6 months ago [\#5436](#5436) by MagicWazard  Replied by *MagicWazard* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5436 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

> HexenMapper wrote: Thanks for the help MagicWizard

WAzard. Long story. It involves Magic: The Gathering, though. (I don't play it anymore. ![:P](https://www.realm667.com/tongue.gif ":P"))
> HexenMapper wrote: The Radiation is still a melee attack, is this going to be a large problem for multiplayer? Making it a hitscan seemed to cause problems

I think it might be easiest just to have the radiation cloud perform A_Explode to deal damage in a radius. This will allow it to affect all players within range. Monsters, too, but you can always mod them to have resistance to radiation damage if preferred. Plus, A_Explode already has a mechanism to cause reduced damage when far away from the center of the "explosion", so you don't have to do the work of scripting this yourself.

 Warning: Spoiler!

 I also had a thought on the Geiger counter sound effect...you can have the radiation cloud (or an actor spawned by it) perform [ A\_RadiusGive](https://zdoom.org/wiki/A_RadiusGive) to give an item to each player within a certain range, and have that item's sole function be to play the Geiger counter sound effect. Just have A_RadiusGive get called repeatedly with increasingly small ranges, so the player receives more of the item--and therefore hears more sound effects--the closer they get to the middle. You can also flag A_RadiusGive to NOT give these items to monsters. This method might take a bit of tweaking, but it would be more multiplayer-friendly too, I think.

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   9 years 6 months ago [\#5495](#5495) by Blue Shadow  Replied by *Blue Shadow* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5495 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Although using a radius attack is a step in the right direction, there is one problem with it: if the actor doing the radius attack can't see you, you won't be damaged. It's like, I could be in the same room, but if I'm hiding behind a wall or corner where there isn't a direct line of sight between me and the actor, then I'm safe.

Part of me now thinks that an effect like that is better implemented as a map feature (involving sectors or what not), which of course invalidates this submission.

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- **HexenMapper**
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   9 years 6 months ago [\#5496](#5496) by HexenMapper  Replied by *HexenMapper* on topic *[Radiation \[SUBMISSION\]](https://www.realm667.com/forum/closed-submissions/876-radiation-submission#5496 "Information:

Type: Damaging SFX
Connections: None
Spawn Offsets: N/A
Documentation: None
Spawn Ceiling: No
Variants: 3 variants: ColdSpot, WarmSpot and HotSpot. Each with differing degrees of radiation.
Summon: RADColdspot RADWarmspot RADHotspot
ACS: No

Credits:
Submitted: HexenMapper
Decorate: HexenMapper
Sounds: Sounddogs.com. Edited by HexenMapper
Idea Base: S.T.A.L.K.E.R. and real life radiation

Description:
3 Types of Radiation actors, to give a somewhat realistic radiation effect. Geiger counter sounds get more intense as you get closer to the actor, and there is a threshold where damage is applied. The coldspot is mostly just Geiger sounds, and some low damage right in the middle. warmspot has more intense Geiger sounds and more damage applied further from the center. Hotspot has the most intense Geiger sounds, and the most damage.

Screenshots:

Download Link:")*

 Another problem I foresee with a radius attack, is that if 2 players are close, 2 radius attacks will be performed, and both will take double damage.

I have an idea to work this like real life radiation: have the radiation actor give the players a RADs item, which inflicts damage and disappears over time. The closer to the epicentre, the more RADs a player gets.

Could work, and should be able to use something like A_GiveToTarget instead of having to worry about different types of attack.

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