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Thread: Sahrani electrical grids

  1. #1
    Sahrani Electrical Grids
    Version: 1.05
    Version Release Date: 08 January 2008
    Created by: Loyalguard

    Downloads
    (File Size 163K)
    Mirrors Courtesy of:
    -OFPEC
    -Armaholic
    -Assault Mission Studio



    About the Sahrani Electrical Grids
    The Sahrani Electrical Grids (SEG) is a package of scripts that simulate electrical power grids on Sahrani by turning off street lamps when the substation that they are "connected to" by the simulation receives more than 50% damage. It also includes an option for mission makers to enable players to manually turn power off and on.

    Features
    -Every street lamp across the entire Island is connected to one of seven electrical substations.
    -Substation transformers emit an electrical humming noise when energized.
    -Damaging a substation more than 50% will automatically switch off street lamps corresponding to that substation.
    -Mission makers can choose to allow players to turn power off and on manually without damaging substations.
    -Mission makers can choose to exclude substations and electrical grids not pertinent to their missions.
    -Fully independent Multiplayer and Join in Progress compatibility.
    -Completely single player compatible (but unnecessary code may be executed causing additional use of system resources).
    -Easy to implement into any mission - 100% scripting - No addons required - no dependence on external parameters or variables.
    -ArmA Version 1.08 or later required (compatibility with previous versions not tested).
    -Fully functional Island wide demo mission included.

    Known Issues, Bugs or Errors
    None as of version 1.05.

    Changelog

    Version 1.05
    -Adjusted how JIP updates are conducted for newly joining players so that the SEG JIP update will not prevent other JIP code required for the mission from running.

    Version 1.01
    -Adjusted how custom sounds for SEG are included in the mission maker's Description.ext file to avoid conflict with other potential custom sounds.

    Sahrani Electrical Grids (Beta & Discussion Thread) at OFPEC - http://www.ofpec.com/index.p....30605.0

    How the Electrical Grids Were Designed
    There are seven electrical substations physically represented on the Island of Sahrani (five in the South and two in the North). There are no power stations/plants on the Island, however, the substations on each side of the Island are connected in series through power transmission lines suspended from towers (pylons). The grid zones simulated by SEG are:

    Paraiso - Covers Paraiso proper as well as Somato, Gulan, Balmopan, and Estrella.
    Ortego North - Covers the northern half of Ortego.
    Ortego South - Covers the southern half of Ortego.
    Dolores - Covers Dolores and Cayo.
    Corazol West - Covers Corazol west of the international border.
    Corazol East - Covers Corazol east of the international border along with Obregan, Mercalillo, Gaula, and Everon.
    Bagango - Covers Bagango proper as well as Carmen, Tandag, Eponia, Pesadas, Pacamac, Hunapu, Mataredo, Isla Victoria, Cabo Santa Lucia, Masbete, and Pita.

    Color-Coded Grid Zone Map - Cities/Towns/Substations of the same color on the same side of the island are connected:


    What SEG Does Not Do
    SEG only turns off street lamps. It does not turn off traffic lights, water/radio tower lights, lighthouses, or other light sources as these objects do not have a "switch off/on" options. It also does not affect the airports as it is presumed there are emergency generators at each airport.

    Possible Applications for SEG
    Coop Missions: There are some existing missions by various authors that include "cutting power" to substations as objectives. SEG provides a framework for easily creating these types of objectives.

    Team vs. Team Missions: In addition to the possibility for TvT objectives, the script also provides for "blackout scenarios" for night ops or persistent missions.

    Realistic Game Immersion: For all game types; Coop, TvT, Role-playing; this script makes ArmA more realistic and increases immersion by giving the power substations and the street lights across the island actual functionality.

    For more information on how to incorporate SEG into objectives in your mission see SEG_Readme.txt included with the download.

    Acknowledgments
    The creator would like to thank the following individuals for their ideas, evaluation, suggestions, reviews, and code snippets that helped make this script possible:
    OFPEC forums: Mandoble, bardosy, LCD, LeeHunt
    BIS Forums: Balschoiw, pauld, lebson506th
    TacticalGamer.com Forums: Strag, Shiner
    Last edited by Loyalguard; Apr 2 2010 at 05:22. Reason: Removed outdated DL links
    LoyalGuard
    Former OFPEC Editors Staff Member | Former ACE1 Dev Team Member
    My ArmA Projects
    "...brain-hurting expressions of realism like Loyalguard’s functioning Chernarus Electrical Grid." -PC Gamer

  2. #2
    Defend the substation from attack because you don't have NVG Goggles

    Good work, can't wait to try this when I get home from work
    Okay, I am forum lurking lol.

  3.   This is the last Developer post in this thread.   #3
    this is really nice, thanks a lot

    logististic! where are these carbon graphite bombs
    http://en.wikipedia.org/wiki/Graphite_bomb




    and EM shockwave from nuclear explosion gets nice sideeffect...

  4. #4
    Vidz & Dwarden-

    Thanks!

    That graphite bomb looks awesome...add-on anyone?

    BTW, the EM pluse effect is totally doable! The power to each grid is ultimately controlled by a global/public boolean variable. All of the variables are listed in the readme so all you would have to do is is trigger a change in the variable tied to a nuke and lights out!

  5. #5
    I think this is as revolutionary script for ArmA as train addon with rails all over the island in OFP ))
    It is fantastic job and I believe mission makers have to use it for sure! Going to try it on the weekend. Thank you once again !

  6. #6
    Master Gunnery Sergeant Kroky's Avatar
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    It would be nice to have these scripts as an addon to make it work in ArmA as default!

  7. #7
    Quote Originally Posted by (Kroky @ Dec. 14 2007,04:14)
    It would be nice to have these scripts as an addon to make it work in ArmA as default!
    I would be happy to consider making it a mod/addon but I never really thought about it becuase I am not really adding any content...so...I don't have any experience with addon editing so it may take me a bit.

    But, it would probably have to be a single-player only addon because many of the effects associated with SEG are local (hence the heavy dependence on global/public variable to make it work in MP/JIP), so if all clients weren't running it in MP different players would see the lights in diferent states potentially. ***However, being singleplayer only I can strip a lot of the MP features to make it run even more smoothly with fewer resources required. ***Stay tuned...

  8. #8
    This is fantastic. I'm going to use this in my next mission for sure!

  9. #9
    Quote Originally Posted by (Loyalguard @ Dec. 14 2007,20:50)
    But, it would probably have to be a single-player only addon because many of the effects associated with SEG are local (hence the heavy dependence on global/public variable to make it work in MP/JIP), so if all clients weren't running it in MP different players would see the lights in diferent states potentially. However, being singleplayer only I can strip a lot of the MP features to make it run even more smoothly with fewer resources required. Stay tuned...
    If I could I would like to +1 vote for NOT doing this. I think it should be like the many other addons that require both client and server to have the addon installed. No slimming it down for single player only.

    I am hoping to create a mission template combining your SEG, an air transport system between the 4 airfields (unfortunately the DC3 from QG is buggy as hell ) and the public transport system from Sarahni Life. So I can merge it in one lot into any of my missions, having this in addon form would negate the need for me to implement every time. Either way, kudos to you.

  10. #10
    I must throw in my kudos, too.

    This is a brilliant (pardon the pun) addition. Don't be surprised if you get alot of requests to make it part of some significant addons. Plus, your methodology will probably be used in any new terrains that are built, too.

    I could even see people using generators for local, base-sized compounds.

    Great job.

    :thumbs:

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