CBRN – Arma 3
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There are no engine nor scripted features to simulate Chemical Biological Radiological Nuclear (CBRN) threats, contamination, or decontamination in [[:Category:Arma 3|{{arma3}}]]. 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. | |||
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== Hoses & Filters == | == 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. However, there's quick function to set the hoses and filters to an unit. | 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. However, there's quick function to set the hoses and filters to an unit. | ||
<sqf>[unit] call BIN_fnc_CBRNHoseInit;</sqf> | |||
=== Manual scripting === | === Manual scripting === | ||
===== Combination Unit Respirator ===== | ===== Combination Unit Respirator ===== | ||
< | <sqf> | ||
//Visibility of the common hose segment | //Visibility of the common hose segment | ||
(backpackContainer this) setObjectTexture [1, ""]; //Hide hose segment | (backpackContainer this) setObjectTexture [1, ""]; //Hide hose segment | ||
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//Showing an insignia on the CUR | //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 | (backpackContainer this) setObjectTexture [4, "\A3\ui_f\data\logos\bi_white_ca.paa"]; //Replace the texture by any insignia texture path | ||
</ | </sqf> | ||
===== Self-Contained Breathing Apparatus ===== | ===== Self-Contained Breathing Apparatus ===== | ||
< | <sqf> | ||
//Visibility of a hose segment intended for the Regulator Facepiece (recommended combination) | //Visibility of a hose segment intended for the Regulator Facepiece (recommended combination) | ||
(backpackContainer this) setObjectTexture [2, ""]; //Hide hose segment | (backpackContainer this) setObjectTexture [2, ""]; //Hide hose segment | ||
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(backpackContainer this) setObjectTexture [1, ""]; //Hide | (backpackContainer this) setObjectTexture [1, ""]; //Hide | ||
(backpackContainer this) setObjectTexture [1, "a3\supplies_f_enoch\bags\data\b_scba_01_co.paa"]; //Show | (backpackContainer this) setObjectTexture [1, "a3\supplies_f_enoch\bags\data\b_scba_01_co.paa"]; //Show | ||
</ | </sqf> | ||
===== Common Combinations ===== | ===== Common Combinations ===== | ||
{| class="wikitable" | {| class="wikitable" | ||
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* <code>G_AirPurifyingRespirator_01_F</code> | * <code>G_AirPurifyingRespirator_01_F</code> | ||
| | | | ||
< | <sqf> | ||
(backpackContainer this) setObjectTexture [1, "a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"]; | (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"]; | (backpackContainer this) setObjectTexture [2, "a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"]; | ||
this linkItem "G_AirPurifyingRespirator_01_nofilter_F"; | this linkItem "G_AirPurifyingRespirator_01_nofilter_F"; | ||
</ | </sqf> | ||
|- | |- | ||
| colspan="1" | | | colspan="1" | | ||
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* <code>G_RegulatorMask_F</code> | * <code>G_RegulatorMask_F</code> | ||
| colspan="1" | | | colspan="1" | | ||
< | <sqf> | ||
(backpackContainer this) setObjectTexture [2, "a3\supplies_f_enoch\bags\data\b_scba_01_co.paa"]; | (backpackContainer this) setObjectTexture [2, "a3\supplies_f_enoch\bags\data\b_scba_01_co.paa"]; | ||
</ | </sqf> | ||
|} | |} | ||
Other combinations are possible, but not all of them would be ideal in the real world: | Other combinations are possible, but not all of them would be ideal in the real world: | ||
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* The CSAT APR doesn't need and was not designed to connect to the SCBA / CUR (As CSAT Combat Fatigue has already built-in “air-conditioning” units, and wearing both of Fatigue and APR is CBRN-protected ''canonically'' {{ExternalLink|link= https://forums.bohemia.net/forums/topic/223445-contact-expansion-asset-feedback/?tab=comments#comment-3358042|text= Source}}). | * The CSAT APR doesn't need and was not designed to connect to the SCBA / CUR (As CSAT Combat Fatigue has already built-in “air-conditioning” units, and wearing both of Fatigue and APR is CBRN-protected ''canonically'' {{ExternalLink|link= https://forums.bohemia.net/forums/topic/223445-contact-expansion-asset-feedback/?tab=comments#comment-3358042|text= Source}}). | ||
== Facewear Overlays == | == Facewear Overlays == | ||
There are simply 2D IGUI overlays available for the various relevant Facewear items. You can show these by script: | There are simply 2D IGUI overlays available for the various relevant Facewear items. You can show these by script: | ||
< | <sqf> | ||
"YourLayerName" cutRsc ["RscCBRN_APR", "PLAIN", -1, false]; //Overlay on | "YourLayerName" cutRsc ["RscCBRN_APR", "PLAIN", -1, false]; //Overlay on | ||
"YourLayerName" cutText ["", "PLAIN"]; //Overlay off | "YourLayerName" cutText ["", "PLAIN"]; //Overlay off | ||
</ | </sqf> | ||
{| class="wikitable" | {| class="wikitable" | ||
!Item(s) | !Item(s) | ||
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</gallery> | </gallery> | ||
< | <sqf> | ||
"YourLayerName" cutRsc ["RscWeaponChemicalDetector", "PLAIN", 1, false]; //IGUI display on | "YourLayerName" cutRsc ["RscWeaponChemicalDetector", "PLAIN", 1, false]; //IGUI display on | ||
"YourLayerName" cutText ["", "PLAIN"]; //IGUI display off | "YourLayerName" cutText ["", "PLAIN"]; //IGUI display off | ||
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_obj ctrlAnimateModel ["Threat_Level_Source", 0.5, true]; //Displaying a threat level (value between 0.00 and 9.99) | _obj ctrlAnimateModel ["Threat_Level_Source", 0.5, true]; //Displaying a threat level (value between 0.00 and 9.99) | ||
_obj ctrlShow false; //Hiding the detector when desired | _obj ctrlShow false; //Hiding the detector when desired | ||
</ | </sqf> | ||
== Decon Showers == | == Decon Showers == | ||
The regular and large Decon Showers have 3DEN attributes to control their initial state: | The regular and large Decon Showers have 3DEN attributes to control their initial state: | ||
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Alternatively there are the following scripts: | Alternatively there are the following scripts: | ||
< | <sqf> | ||
[this, 1.5, 9] spawn BIN_fnc_deconShowerAnim; //Start the regular Decon Shower (use these values) | [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, 5.4, 4,2, true] spawn BIN_fnc_deconShowerAnimLarge; //Start the large Decon Shower (use these values) | ||
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this setVariable ["BIN_deconshower_disableAction", true]; //Disables the user actions on 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) | private _state = _deconShower animationSourcePhase "valve_source"; //Detecting whether either type of Decon Shower is on / off (1 / 0) | ||
</ | </sqf> | ||
{{GameCategory|arma3|Editing}} | {{GameCategory|arma3|Editing}} | ||
[[Category:Introduced with Arma 3 version 1.94]] | [[Category:Introduced with Arma 3 version 1.94]] |
Revision as of 15:42, 3 May 2022
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.
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. However, there's quick function to set the hoses and filters to an unit.
Manual scripting
Combination Unit Respirator
Self-Contained Breathing Apparatus
Common Combinations
Item(s) | Preview | Classes | Sample Code |
---|---|---|---|
|
|
|
(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"; |
|
|
|
|
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 doesn't need and was not designed to connect to the SCBA / CUR (As CSAT Combat Fatigue has already built-in “air-conditioning” units, and wearing both of Fatigue and APR is CBRN-protected canonically Source).
Facewear Overlays
There are simply 2D IGUI overlays available for the various relevant Facewear items. You can show these by script:
Item(s) | Preview | Class(es) | Overlay Class |
---|---|---|---|
|
|
|
"RscCBRN_APR"
|
|
|
|
"RscCBRN_APR_02"
|
|
|
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"RscCBRN_Regulator"
|
|
|
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"RscBlindfold"
|
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.
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: