CBRN – Arma 3
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= Overview = | = Overview = | ||
There are no engine nor scripted features to simulate Chemical Biological Radiological Nuclear (CBRN) threats, contamination, or decontamination in [[Arma 3]]. However, the Contact expansion has added a range of gear and props to utilize in custom content as desired. This page documents a few scripted methods to set them up. | There are no engine nor scripted features to simulate Chemical Biological Radiological Nuclear (CBRN) threats, contamination, or decontamination in [[Arma 3]]. However, the Contact expansion has added a range of gear and props to utilize in custom content as desired. This page documents a few scripted methods to set them up. | ||
{{GVI|arma3|1.94}} | {{GVI|arma3|1.94|category}} | ||
Revision as of 14:21, 1 August 2019
Overview
There are no engine nor scripted features to simulate Chemical Biological Radiological Nuclear (CBRN) threats, contamination, or decontamination in Arma 3. However, the Contact expansion has added a range of gear and props to utilize in custom content as desired. This page documents a few scripted methods to set them up. 1.94
Scripting
Hoses & Filters
There are several pieces of CBRN gear (especially Facewear and Backpacks) that require scripting to visually combine correctly. These samples only set the initial state; they will not deal with inventory changes during gameplay. At the moment there is no vanilla module to handle this automatically.
Combination Unit Respirator
//Visibility of the common hose segment
(backpackContainer this) setObjectTexture [1, ""]; //Hide hose segment
(backpackContainer this) setObjectTexture [1, "a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"]; //Show hose segment
//Visibility of a hose segment intended for the NATO APR (recommended combination)
(backpackContainer this) setObjectTexture [2, ""]; //Hide
(backpackContainer this) setObjectTexture [2, "a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"]; //Show
this linkItem "G_AirPurifyingRespirator_01_nofilter_F"; //Replacing a NATO APR with filter for a version without filter
//Visibility of a hose segment intended for the Regulator Facepiece
(backpackContainer this) setObjectTexture [3, ""]; //Hide
(backpackContainer this) setObjectTexture [3, "a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"]; //Show
//Showing an insignia on the CUR
(backpackContainer this) setObjectTexture [4, "\A3\ui_f\data\logos\bi_white_ca.paa"]; //Replace the texture by any insignia texture path
Self-Contained Breathing Apparatus
//Visibility of a hose segment intended for the Regulator Facepiece (recommended combination)
(backpackContainer this) setObjectTexture [2, ""]; //Hide hose segment
(backpackContainer this) setObjectTexture [2, "a3\supplies_f_enoch\bags\data\b_scba_01_co.paa"]; //Show hose segment
//Visibility of a hose segment intended for the NATO APR
(backpackContainer this) setObjectTexture [1, ""]; //Hide
(backpackContainer this) setObjectTexture [1, "a3\supplies_f_enoch\bags\data\b_scba_01_co.paa"]; //Show
Common Combinations
Item(s) | Preview | Classes | Sample Code |
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(backpackContainer this) setObjectTexture [1, "a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"];
(backpackContainer this) setObjectTexture [2, "a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"];
this linkItem "G_AirPurifyingRespirator_01_nofilter_F";
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(backpackContainer this) setObjectTexture [2, "a3\supplies_f_enoch\bags\data\b_scba_01_co.paa"];
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Other combinations are possible, but not all of them would be ideal in the real world:
- CUR + Regulator Facepiece should work (though only the SCBA part contained within, not the PAPR).
- SCBA + NATO APR should work, but is not intended.
- NATO / CSAT APRs can of course be worn without any Backpack (filters attached).
- The Regular Facepiece should not be worn without Backpack.
- The CSAT APR was not designed to connect to the SCBA / CUR.
Facewear Overlays
There are simply 2D IGUI overlays available for the various relevant Facewear items. You can show these by script:
"YourLayerName" cutRsc ["RscCBRN_APR", "PLAIN", -1, false]; //Overlay on
"YourLayerName" cutText ["", "PLAIN"]; //Overlay off
Item(s) | Preview | Class(es) | Overlay Class |
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"RscCBRN_APR"
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"RscCBRN_APR_02"
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"RscCBRN_Regulator"
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"RscBlindfold"
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Chemical Detector
While ultimately not used in the Contact campaign, there is a Chemical Detector variant (uncovered - ChemicalDetector_01_watch_F) that can occupy the watch inventory slot, and use scripted hooks to display a threat value and time. When in the player's watch slot, the watch key (O by default) can be used to show or toggle it on-screen.
"YourLayerName" cutRsc ["RscWeaponChemicalDetector", "PLAIN", 1, false]; //IGUI display on
"YourLayerName" cutText ["", "PLAIN"]; //IGUI display off
//Fetching useful UI controls
private _ui = uiNamespace getVariable "RscWeaponChemicalDetector";
private _obj = _ui displayCtrl 101;
_obj ctrlAnimateModel ["Threat_Level_Source", 0.5, true]; //Displaying a threat level (value between 0.0 and 1.0)
_obj ctrlShow false; //Hiding the detector when desired
Decon Showers
The regular and large Decon Showers have 3DEN attributes to control their initial state:
- Turn on sprinklers: starting the VFX / SFX from the scenario start
- Disable user action: removing the player ability to toggle the sprinklers during gameplay
Alternatively there are the following scripts:
[this, 1.5, 9] spawn BIN_fnc_deconShowerAnim; //Start the regular Decon Shower (use these values)
[this, 5.4, 4,2, true] spawn BIN_fnc_deconShowerAnimLarge; //Start the large Decon Shower (use these values)
[this] call BIN_fnc_deconShowerAnimStop; //Stop either type of Decon Shower
this setVariable ["BIN_deconshower_disableAction", true]; //Disables the user actions on either type of Decon Shower
private _state = _deconShower animationSourcePhase "valve_source"; //Detecting whether either type of Decon Shower is on / off (1 / 0)