Static toxic zones currently behave incorrectly. When entering a zone, the player starts taking toxic damage as expected. However, when moving deeper into the zone—especially towards the center—damage stops entirely. In fact, the gas filter can even be removed without any harmful effects. It appears that only a ring-shaped area within the zone causes damage, while the center does not.
Description
Description
Details
Details
- Severity
- Major
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 11 x64
- Category
- General
Steps To Reproduce
Enter a known static toxic zone with full protective gear.
Move further toward the center of the zone.
Remove the gas filter or monitor damage behavior.
Observe that no damage is taken once inside the central area.
Expected Behavior:
The entire area of a static toxic zone should deal continuous toxic damage to unprotected players, regardless of their exact position within the zone.
Additional Information
This behavior was observed using the same cfgeffectarea.json configuration in both Stable 1.27 and Experimental 1.28.
It seems the damage is calculated in a ring-shaped pattern rather than applying to the full zone volume.
Impact:
This issue allows players to remain unprotected in the center of a toxic zone, which breaks intended game mechanics and balance.