|CEG - Chernarus Electrical Grid
Script Pack and Addon
Development Status: Beta/Release Candidate
Current Version: 0.9.6
Visual Guide: http://www.mediafire.com/download.php?tyjmwntytom (2.35 MB .pdf)
OFPEC Beta Testing Thread: CEG - Chernarus Electrical Grid (Script Pack and Addon) (Beta)
v.1.0 - 21 Jun 2010
-IMPROVED: Easier to find "Trip" and "Close" Circuit Breaker action menu items when near substation transformers by increasing the activation radius.
-IMPROVED: Added a world name check to make sure CEG is only activated for missions on Chernarus.
-IMPROVED: Power plants no longer emit circuit breaker opening and closing sounds.
-ADDED: Added mission maker option to require password to access grid control system.
-ADDED: Misson maker option to allow CCTV system to use nightvision during non-daylight hours (time customizable).
The Chernarus Electrical Grid (CEG) for Arma2 is the succesor to Sahrani Electrical Grids (SEG) for ArmA. All of the functionality of SEG has been ported to CEG plus much more! All scripts have been completely re-written to take advantage of scripting features unavailable at the time of SEG's release for A1 and now available in A2.
The scope of the project is to simulate a working electrical grid for Chernarus modeled on existing map objects (no new objects/models). The simulation consists of two power plants that transmit power to various electrical substations throughout South Zagoria. The substations in turn distribute power locally to nearby cities, towns, and other areas.
The simulation's core function is to monitor the integrity (damage and connections) of electrical grid components (power plants and substations) and interrupt "power" to affected areas when integrity is lost or diminished. Power interruptions cause street lamps to turn off (other light sources are unaffected).
-2 power plants (Elektrozavodsk and Chernogorsk) with working smokestacks and power plant noises.
-7 electrical substations that emit a transformer humming noise when energized.
-Ability to interrupt power by destroying components or, if enabled by mission makers, by manually tripping circuit breakers via the action menu (if tripped, breakers can again be closed to restore power).
-Mission makers can enable players to remotely logon to grid control software and substation video feeds via custom dialog.
-Grid redundancy - if certain components go offline, power automatically switches to secondary circuits when available.
-Built-in task/objective support via global/public variables (with examples).
-Fully SP, MP, JIP, and persistent mission compatible. Each mode is optimized for minimal performance impact. JIP is self-contained and does not require onPlayerConnected code.
-Extensive documenation for mission makers and players. Easy implementation into any mission.
-Fully featured demo mission.
-Available in script only (no addons required) and addon versions. Addon version automatically adds CEG to any mission in Chernarus.
After over two months of coding and testing, I am happy to announce the public beta release for CEG and am sincerely appreciative to everyone at OFPEC, Dev Heaven, and here on the BIF whose either direct input or previous work has allowed me to bring my electrical grid simulation to Arma2. The beta testing thread is at OFPEC. I would like the community's input on the released version and some additonal features I am considering. To get the discussion started, I am actively pursuing three additional features that I plan on including (but didn't want to slow down release for). The features are:
1) Small chance (perhaps 1 in 100) of arc flash when next to/interacting with substation transformers.
2) Enabling mission makers/players to use generators to provide limited power when the grid has been cutoff.
3) Mission maker option to require players to enter a password before logging into control system dialog.
I am also considering limited or full integration with ALICE module house effects (original credit for this idea goes to Lor, Andy455, and possibly others). Specifically, whether or not power interrruptions affect the lights that appear in windows when ALICE has been enabled for a city/town. I had originally planned on this being a major feature for the beta/release candidate, however, despite it being fairly easy to turn lights off when power is cutoff, ensuring that AI cannot turn them back on again or being able to turn them on again when power is restored is much more difficult to implement without risk of disabling all of the ALICE house effects or ALICE itself. (plus, even if you kill electricity, you can still light a candle, right ). Regardless, I am looking at the option but again did not want to delay beta/general release.
If you have comments, questions, or suggestions please post them!
DOWNLOAD - CEG Visual Guide-1.pdf [2.35 MB]