Sahrani Electrical Grids
Version Release Date: 08 January 2008
Created by: Loyalguard
(File Size 163K)
Mirrors Courtesy of:
-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.
-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.
-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.
-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.
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