# F.A.Q > Frequently asked questions for ML Radiation Category: RADIATION ZONES · Source: https://miciomods.it/docs/ml-radiation-faq · Last updated: 2026-07-28 ## Setup **How do I change the language?** **shared/config.lua** ```lua Config.Locale = 'en' ``` Additional locales can be added in the `locales/` folder. **What is the difference between Advanced and Simple mode?** **Advanced** (`Config.RealTerminalItem = true`): 9 different Geiger items, each with a unique UI model, color theme, battery capacity, and drain rate. **Simple** (`Config.RealTerminalItem = false`): A single Geiger item for all players. Configure model, theme, and battery in `Config.SimpleMode`. **What is the difference between Overlay and DUI Prop mode?** The `model` field on each item controls the display mode: **Overlay** (`model-modern`, `model-standard`, `model-retro`): The Geiger renders as a screen overlay. No physical prop, no animation, player moves freely. **DUI Prop** (`dgm_geiger`): A custom 3D model spawns and attaches to the player's chest. The interface renders live onto the prop's texture via DUI texture replacement. The player plays a holding animation while the device is active. **How do I reposition the Geiger Counter HUD?** Use `/movegeiger` while the Geiger is open (overlay mode only). Use `/resetgeigerpos` to reset to defaults. ## Radiation **How does radiation accumulate?** Inside a radiation zone, radiation increases based on the zone's `maxRadiation`, `force` multiplier, and whether the zone is `dynamic` (distance-based) or flat. Vehicle and clothing protection reduce the effective amount. **Is radiation persistent?** Yes. Stored in the `ml_player_radiation` MySQL table. Auto-saved every 5 minutes and on player disconnect. **Does radiation decrease naturally?** Only if `Config.PlayerEffects.AutoRemove.Enabled = true`. There is a 12-second grace period after leaving a zone before auto-removal starts. Otherwise, players must use cure items. **What happens at high radiation?** Screen effects intensify (vignette, darkness, EMP distortion) and periodic health damage applies. Damage thresholds are configurable, default is 1 HP at 500, up to 8 HP at 950, every 5 seconds. ## Protection **Do vehicles protect from radiation?** Yes, if `Config.VehicleProtection.Enabled = true`. Default multiplier is 0.6, which is 40% protection. Motorcycles, bikes, boats, and helicopters provide no protection; planes are not excluded by default. Specific vehicles can have custom multipliers. **How does clothing protection work?** Define specific clothing component/drawable combinations in `Config.ClothingProtection.Suits`. Each suit has a protection percentage (e.g. hazmat = 70%). Both male and female variants should be defined. **How do immunity items work?** They provide temporary percentage-based protection for a set duration in minutes. For example, iodine pills can give 100% protection for 10 minutes. The item is consumed on use. ## Battery **How does the battery work?** While the Geiger Counter is active, battery drains every 60 seconds. Each item can have its own drain rate via `batteryDrain` (retro models drain faster at 0.8/min vs modern at 0.5/min). A warning notification appears when the battery drops below `Config.Battery.lowThreshold` (default 20%). At 0 battery, the Geiger closes automatically. Battery level is stored in the item's metadata and persists across sessions, auto-saved every 30 seconds while active. **How do players recharge the battery?** By using the item defined in `Config.Battery.rechargeItem` (default item: battery) from their inventory. Each use consumes one item and restores `Config.Battery.rechargeAmount` percent (default 50%), capped at 100%. **Can I disable the battery system?** Yes. Set `Config.Battery.enabled = false`. The Geiger Counter will run indefinitely without draining. ## Zones **What zone types are supported?** Three types: `sphere`, `box`, and `poly` (polygon). All use `ox_lib` zones internally. **What does "dynamic" mean for zones?** When `dynamic = true`, radiation intensity increases as the player gets closer to the zone center. When `false`, radiation is constant throughout the zone at `maxRadiation`. **Can I visualize zones in-game?** Yes. Set `debug = true` on any zone in `Config.RadiationZones` to see its wireframe. ## Integration **Can I read radiation from another script?** Yes, three ways: - **Server export**: `exports.ml_radiation:GetPlayerRadiation(source)` - **Client export**: `exports.ml_radiation:GetRadiation()` - **StateBag**: `LocalPlayer.state.radiation` (synced every second) **Can I modify radiation from another script?** Yes, via server exports: `SetRadiation`, `AddRadiation`, `RemoveRadiation`. **How does ml_healthsystem integration work?** Set `Config.HealthSystemIntegration = true`. When `ml_healthsystem` is running, radiation damage and visual effects are handled by the health system instead of internally. The radiation accumulation and Geiger Counter UI continue to work normally. ## Updates **How do I update the script?** 1. Download latest from CFX Portal 2. Backup `shared/config.lua` and `server/config_server.lua` 3. Replace all files except config 4. Restart the resource Radiation data is stored in the database and survives updates.