cfgEffectArea.json
Purpose
cfgEffectArea.json defines contaminated areas on the map — the toxic gas zones players must use NBC gear to survive. Each area has a position, radius, height, particle effects, and player visual effects. The file also contains a list of safe positions outside contaminated zones.
Console Path
dayzxb_missions/dayzOffline.<mapname>/cfgEffectArea.json (Xbox)
dayzps_missions/dayzOffline.<mapname>/cfgEffectArea.json (PlayStation)
Full Block Structure (Vanilla)
{
"Areas": [
{
"AreaName": "Ship-Bow",
"Type": "ContaminatedArea_Static",
"TriggerType": "ContaminatedTrigger",
"Data": {
"Pos": [13917, 0, 11178],
"Radius": 75,
"PosHeight": 20,
"NegHeight": 3,
"InnerPartDist": 80,
"OuterOffset": 30,
"ParticleName": "graphics/particles/contaminated_area_gas_bigass"
},
"PlayerData": {
"AroundPartName": "graphics/particles/contaminated_area_gas_around",
"TinyPartName": "graphics/particles/contaminated_area_gas_around_tiny",
"PPERequesterType": "PPERequester_ContaminatedAreaTint"
}
}
],
"SafePositions": [
[434, 13624],
[360, 10986]
]
}
Field-by-Field Reference
Areas (array)
Array of contaminated area definitions. Each entry is one contaminated zone.
Per-Area Fields
AreaName
Type: String
Unique identifier for this contaminated area. Used in logs and admin tools.
Type
Type: String
The contamination area class type.
| Value | Meaning |
|---|---|
ContaminatedArea_Static | Permanent, fixed-position contaminated zone |
ContaminatedArea_Dynamic | Dynamically placed contaminated zone (event-driven) |
TriggerType
Type: String
The trigger class used to detect player entry/exit.
ContaminatedTrigger is the standard value for all contaminated areas.
Data object
The physical geometry and visual configuration of the zone.
Pos
Type: Array of 3 numbers [X, Y, Z]
World center position of the contaminated area. Y is typically 0 — terrain height is used automatically.
Radius
Type: Integer (meters)
Horizontal radius of the contaminated zone circle.
Vanilla examples:
- Ship zones: 60–100m
- Pavlovo military zones: 60–100m
PosHeight
Type: Integer (meters)
How far above the terrain the contamination zone extends. Covers upward into buildings and hills.
NegHeight
Type: Integer (meters)
How far below the terrain surface the zone extends downward. Prevents players from hiding underground to escape the gas.
InnerPartDist
Type: Integer (meters)
Distance from center at which the inner gas particle effect starts. The particle effect is rendered within this radius of center.
OuterOffset
Type: Integer (meters)
Offset distance for the outer boundary of particle rendering. Controls the visual fade zone at the edge of the contaminated area.
ParticleName
Type: String
Path to the particle effect file used for the gas cloud visual.
Standard values:
"graphics/particles/contaminated_area_gas_bigass"— large gas cloud for the main zone"graphics/particles/contaminated_area_gas_around"— smaller surrounding particle effect
PlayerData object
Controls the visual effects applied to the player while inside the contaminated zone.
AroundPartName
Type: String
Particle effect played around the player while in the zone.
TinyPartName
Type: String
Smaller particle variant for tight spaces or lighter effect contexts.
PPERequesterType
Type: String
Post-processing effect applied to the player’s screen while in the zone.
"PPERequester_ContaminatedAreaTint" is the standard screen tint effect for contaminated areas.
SafePositions (array)
A list of world X/Z coordinate pairs that are guaranteed to be outside any contaminated zone. Used by the engine as spawn fallback positions for newly spawned players to prevent them spawning inside a contaminated area.
"SafePositions": [
[434, 13624],
[360, 10986],
[1412, 13505]
]
Each entry is [X, Z]. These positions should cover all areas of the map that players might reasonably spawn at.
Vanilla Contaminated Zones on Chernarus
The default Chernarus configuration has contaminated zones at:
- The ship (Rify/wreck offshore) — 4 overlapping zones covering bow, center, stern, and east
- Pavlovo military base — 6 zones covering uphill, buildings, and downhill sections
What Console Admins Typically Adjust
Radius— increase to make a zone larger, decrease to tighten it.Pos— move a zone to a different map position.- Adding new areas — define additional contaminated zones at new locations.
PosHeight— increase to cover taller structures within the zone.SafePositions— add more safe spawn positions if you’ve added new zones that might block default spawns.
Common Mistakes
| Mistake | Result |
|---|---|
| JSON syntax error | File rejected entirely, vanilla contaminated zones may revert or zones fail to load |
Pos coordinates wrong | Zone appears at wrong location |
No SafePositions entries | Players may spawn inside contaminated zones |
InnerPartDist larger than Radius | Particle effect extends beyond the actual zone boundary |
Forgetting PlayerData block | Zone works but player has no screen visual effects while inside |