CBRN – Arma 3
There are no engine nor scripted features to simulate Chemical Biological Radiological Nuclear (CBRN) threats, contamination, or decontamination in Arma 3. However, the Arma 3 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.
Hoses and 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.
Combination Unit Respirator
Self-Contained Breathing Apparatus
Common Combinations
Item(s) | Preview | Classes | Sample Code |
---|---|---|---|
|
|
B_CombinationUnitRespirator_01_F G_AirPurifyingRespirator_01_F |
(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"; |
|
|
B_SCBA_01_F G_RegulatorMask_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 does not 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 canonically CBRN-protected 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 |
---|---|---|---|
|
|
G_AirPurifyingRespirator_01_F G_AirPurifyingRespirator_01_nofilter_F (protected scope) |
"RscCBRN_APR" |
|
|
G_AirPurifyingRespirator_02_black_F G_AirPurifyingRespirator_02_olive_F G_AirPurifyingRespirator_02_sand_F |
"RscCBRN_APR_02" |
|
|
G_RegulatorMask_F |
"RscCBRN_Regulator" |
Blindfold (Black) Blindfold (White) |
|
G_Blindfold_01_black_F G_Blindfold_01_white_F |
"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: