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Hey everyone,

I made a CBRN script that uses the new Contact assets for a mission for the group I play in. Thought I could isolate it and share it for others to use as well. This is open source and licensed under APL-SA. I will be accepting pull requests, feature requests and bug reports. Preferably on the GitHub page :)

https://github.com/diwako/diwako_cbrn

 

Script info

Mission script to add an arcadey CBRN mechanic into an Arma mission. This script is not meant to be realistic, as breathing in 2 seconds of some bad smell air causing death is not fun on a gameplay level. However, you can tune down the max CBRN damage to get this effect if you really wish!

CBRN threats are abstracted into 4 threat levels which are color coded by green, yellow, orange and red.

Threat level diagram, all threats level requirements stack:

 

  1. Green: No CBRN gear need
  2. Yellow: Gas mask needed
  3. Orange: Supply of fresh air needed
  4. Red: Full CBRN suit needed

 

This script comes with a custom gasmask overlay, breathing sounds and custom low oxygen warning sounds.

 

Features

  • Custom gas mask overlay
  • Breathing sounds
  • Working oxygen tanks
  • Threat meter UI
  • CBRN threats are abstracted into 4 threat levels
  • CBRN threat zones
  • JIP compatible
  • Custom CBRN damage, works with ACE and vanilla medical
  • Configurable values via missionNameSpace variables

More information and example mission on the GitHub page! https://github.com/diwako/diwako_cbrn

Disclaimer the threat zones are invisible, you can only detect them with a threat meter device

 

Requirements

CBA_A3 and ACE

ACE for the interactions, info screens and medical pain integration.

 

Installation

  1. Download the latest release
  2. Copy paste the whole script folder into your mission
  3. Adapt the description.ext classes CfgFunctions, CfgSounds, RscTitles, Extended_PreInit_EventHandlers, and Extended_InitPost_EventHandlers
  4. Change variables in postInit or init.sqf if required

 

Screenshots

 

Download:

https://github.com/diwako/diwako_cbrn/releases

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Hey Man!!  Awesome Script!!!  I was just wondering if there was a way to add civilian and OPFOR Damage from the gas? 

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On 10/17/2019 at 1:04 AM, T.Gavin said:

Hey Man!!  Awesome Script!!!  I was just wondering if there was a way to add civilian and OPFOR Damage from the gas? 

This script only really works for players. In the mission this was made for it was used to put additional tension to players. Enemies had re breathers already, so i simply did not simulate this.

 

On 10/17/2019 at 2:40 PM, jandrews said:

Looks cool.  Anyway it can free of ace 3 dependency?  

It would mean that you will have quite a few more actions in your scroll wheel menu. Possible, not so sure if it is practical.

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This is an absolut amazing script but could you combine the Threat meter UI with the Chemical Detector from Contact under Watches?

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1 hour ago, HaloMeet said:

This is an absolut amazing script but could you combine the Threat meter UI with the Chemical Detector from Contact under Watches?

As a matter of fact. some one already has done that. I will probably update the script in the future once I get permission to nab that code snippet.

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Hi, first of all an amazing script like HaloMeet said.

I am trying to include this script to my mission and come to an halt when killing the player. 

So my group is using ACE Spectator in our missions and when the player dies the gasmask layer stays on the screen and I cant access map nor the night vision mode.

 

Before I start trying to edit the script myself, I like to know do you have solution to this.

https://i.gyazo.com/0681c69090916d2f23fdf8f3f633e38c.jpg

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5 hours ago, Nurmi said:

Hi, first of all an amazing script like HaloMeet said.

I am trying to include this script to my mission and come to an halt when killing the player. 

So my group is using ACE Spectator in our missions and when the player dies the gasmask layer stays on the screen and I cant access map nor the night vision mode.

 

Before I start trying to edit the script myself, I like to know do you have solution to this.

https://i.gyazo.com/0681c69090916d2f23fdf8f3f633e38c.jpg

 

 

The script already removes the overlay on a player's death. However if the player respawns and gets a mask applied the overlay will be back. This also means, entering spectator mode with a mask on will show the overlay as well. The blocked map and night vision mode is weird. That should not happen as nothing in the script is blocking any kind of interactions.

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On 1/23/2020 at 10:24 PM, diwako said:

The script already removes the overlay on a player's death. However if the player respawns and gets a mask applied the overlay will be back. This also means, entering spectator mode with a mask on will show the overlay as well. The blocked map and night vision mode is weird. That should not happen as nothing in the script is blocking any kind of interactions.

 

Ok, good to know, its then likely that some of my scripts or our mods may interfere when player dies and that is blocking the map and NV mode.

Will be investigating this forward.

 

EDIT: Got the overlay off by putting the removeGoggles command to killed eventHandler, but I still don't know why the map and NV mode is blocked in spectator.

Edited by Nurmi
because reasons

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Hey, great script. As all your work diwako

 

Since someone asked (and it seems someone did it already somewhere)

Just add this code snippet into the "fn_threatPFH.sqf"

 

			_max = _max max _threatLevel;
			
			//Chemical Detector Display
			"ThreatDisplay" cutRsc ["RscWeaponChemicalDetector", "PLAIN", 1, false];  
			private _ui = uiNamespace getVariable "RscWeaponChemicalDetector"; 
			private _obj = _ui displayCtrl 101; 
			_obj ctrlAnimateModel ["Threat_Level_Source", _threatLevel, true];

"_max = _max max _threatLevel; " is the last line inside the loop. Just paste the snippet directly underneath it.
Tested in SP and it did work fine (and precise). Didnt test it in MP since i startet using this great script today.

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3 hours ago, luminous815 said:

ACE team rewrite medical system,is there an update on compatibility?

The ace team did a good job with trying to keep as much backwards compatibility. This script should still work as is. The only ace medical related thing that is being used is the pain implementation, this should work as before.

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6 hours ago, diwako said:

The ace team did a good job with trying to keep as much backwards compatibility. This script should still work as is. The only ace medical related thing that is being used is the pain implementation, this should work as before.

In my test I can not find check CBRN exposure in my ACE medical menu like your screenshot,but it worked in old ACE version.Sorry, my english is not very good, i don't know if you can understand me.

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