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Author Topic: CEG - Chernarus Electrical Grid (Script Pack and Addon) v1.0 - PLEASE SUBMIT  (Read 4634 times)

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Offline Loyalguard

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CEG - Chernarus Electrical Grid (Script Pack and Addon) (Beta)
Current Version: 1.1

Version Updated 17 Jul 2010

Download: http://www.mediafire.com/?5qhy70pd1wcs8c7
(1.21 MB .zip)

Visual Guidehttp://www.mediafire.com/?tyjmwntytom
(2.35 MB .pdf)

YouTube: http://www.youtube.com/watch?v=8u7E8a_5Ag0


Developer Notes:

The developer appreciates extensive testing and feedback. CEG itself is only about 500K (and will get smaller), the download is larger because it contains both the script and addon versions combined.  CEG only consists of scripts and custom sounds and dialogs...no objects/models or other added content.


I. DESCRIPTION
============
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).

II. FEATURES
==========

-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). Manually switching circuit breakers could cause arc flash explosions if enabled by the mission maker.
-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 missions (for addon and script version).
-Available in script only (no addons required) and addon versions. Addon version automatically adds CEG to any mission in Chernarus.

III. IN-GAME USE
=============
There are three ways players can interact with the grids:

1. Destroy components to cut off power. A transformer object must be completely destroyed for power flowing through it to be cut off. The same principle goes for power plant buildings. An object is completely destroyed when it disappears (or is replaced with rubble/ruins).

2. Players can also manually cutoff and restore power at transformes by tripping and closing circuit breakers respectively. To cut off power, walk towards the transformers and face the center. When close enough, you will see an action menu option to "Trip Circuit Breaker" or "Close Circuit Breaker". This option can be turned off by the mission maker.  Mission makers can also add the possibility of an arc flash explosion when manually switching breakers.

3. If given the option by the mission maker, players can logon to the grid control system and monitor and control power remotely. Players can also access a close circuit television system to monitor substation activity.  The grid control system has a point and click interface. If a circuit breaker is tripped or closed as described above, it can be changed back again via the control system (and vise versa). A password (set by the mission maker) may be required to access the grid control system.

4. Portions of the grid are redundant in case certain components are offline.

5. There are components on the map that are inactive because they are not connected to the grid. For example the transformer in Solnichniy at Grid 132/90 and the northernmost transformer in the Berezino substation. These were not included in the simulation because the transmission lines connecting them to other nodes are not intact. Additionally, none of the transmission towers (pylons), transmission lines, or small power poles are monitored for damage because there are far too many to reasonably track.

6. For additional guidance a visual guide is available for download with detailed images and diagrams documenting different grid features.

IV. REQUIREMENTS
=================
A. Arma2 v. 1.05 or higher.

B. The addon version of CEG requires Community Based Addons (CBA), more specifically, Extended Event Handlers (XEH) to be installed and loaded in order to function. CBA can be found at most ArmA2 content download sites. The script version does not require addons.

C. For multiplayer missions, CEG must be running on the server and the clients to function correctly. This is automatic for the script version since it is included in the mission. For the addon version, if a client has CEG installed but the server does not, then the client's CEG addon will be disabled for that mission. If the CEG addon is installed on the server, but not on a client, then the client will not experience any of the effects of CEG as all of the effects (smoke, sounds, street lamps) are local to each client. If a server is going to run CEG for all missions on that server then it is highly recommended that the server admin require CEG for all clients as well.

V. INSTALLATION INSTRUCTIONS
=========================

See included readme.txt file.

VI. RELEASE NOTES
===============

A. Changelog
------------

v.1.1 - 17 Jul 2010
--------------------
-NEW: Added mission maker option to add arc flash explosion (randomly or deliberately).
-FIXED: Corrected code that might cause clients connecting to multiplayer host servers not to experience same effects as host.
-CHANGED: Ensured that if mission script and addon versions were both present that the mission script version would be used instead of addon version to ensure backward compatibility.
-CHANGED:  Mission script version is now initialized by editor unit init line (e.g. game logic) instead of from the init.sqf to ensure priority over addon version.
-ADDED: Added a seperate demo mission just for the addon version. Demo for mission script version renamed to avoid confusion.
-ADDED: Added a custom game logic that when placed in the editor by the mission maker adds CEG as a required addon for the mission.
-IMPROVED: Optimized smoke stack particle code.
-UPDATED: readme.txt and missionmaker.txt

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: Mission maker option to allow CCTV system to use nightvision during non-daylight hours (time customizable).
-UPDATED: readme.txt and missionmaker.txt


v.0.9.6 (Beta/Release Candidate) - 16 Jun 2010
-----------------------------------------
-FIXED: Smokestacks no longer continue to emit smoke when destroyed.
-IMPROVED: Size of sounds reduced to create a smaller download/install package.
-IMPROVED: Adjusted plant noise sound levels to be more easily heard when outside a power plant.
-IMPROVED: More realistic sounds of large substation circuit breakers tripping (opening) and closing.
-IMPROVED: Circuit breaker closing sound no longer plays at mission start.
-UPDATED: readme.txt and missionmaker.txt


v.0.9.3 (Public Beta) - 05 Jun 2010
------------------------------------
-Initial Release (as Beta)


B. Known Bugs or Other Issues
-----------------------------
-No known bugs
-No known errors

-CEG needs 2-10 seconds to initialize at mission start depending on the size of the mission and other init processes.
-Please note that particles (like smoke from smokestacks) are not emitted when you are not able to look at them so they may appear to suddenly start emitting if they first come in to view from a distance.
-If power is turned off at a power plant which, both of which are connected to multiple other substations, there may be some associated lag as street lamps switch off.
« Last Edit: 18 Jul 2010, 07:04:11 by Loyalguard »

Offline Mandoble

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Absolutely outstanding  :good:
The SCADA-like control system is also a top-notch detail. Great work  :clap:

You might try to attach some small object to there where a switch action is available to make these positions easier to identify visually.

Offline Loyalguard

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Thanks Mandoble!  I researched the control system for a long time and looked at internet references of several electrical power SCADA systems to see how easy to use yet semi-realistic I could get it in-game.

The difficulty in finding the right spot for the switch action has been a concern of mine. I have the radius small on purpose so you have to be close.   I did look at the object as an indicator idea earlier, but didn't pursue it at the time because I found the object stayed if the transformer was destroyed.  But this was with something big, maybe I can try Misc_Wall_lamp or Loudspeaker and the attachto command (instead of just sitting on the ground).  Thanks for the suggestion, I'll see what i can do!


Offline Loyalguard

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Updated version.  See first post for details.  Fixed a bug where smokestacks continued to emit smoke after they were destroyed.  Also made several sound improvements.

Changelog
16 Jun 2010 - v. 0.9.6 (Beta / Release Candidate)
-----------------------------------------
-FIXED: Smokestacks no longer continue to emit smoke when destroyed.
-IMPROVED: Size of sounds reduced to create a smaller download/install package.
-IMPROVED: Adjusted plant noise sound levels to be more easily heard when outside a power plant.
-IMPROVED: More realistic sounds of large substation circuit breakers tripping (opening) and closing.
-IMPROVED: Circuit breaker closing sound no longer plays at mission start.
-UPDATED: readme.txt and missionmaker.txt

Offline Loyalguard

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1.0 version release.  See first post for new download link and release notes.  Author is requesting review for submission.  Thanks!

Offline Loyalguard

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New version released (1.1)! See first post for updated link and information!

Quote
Changelog:

v.1.1 - 17 Jul 2010
--------------------
-NEW: Added mission maker option to add arc flash explosion (randomly or deliberately).
-FIXED: Corrected code that might cause clients connecting to multiplayer host servers not to experience same effects as host.
-CHANGED: Ensured that if mission script and addon versions were both present that the mission script version would be used instead of addon version to ensure backward compatibility.
-CHANGED: Mission script version is now initialized by editor unit init line (e.g. game logic) instead of from the init.sqf to ensure priority over addon version.
-ADDED: Added a seperate demo mission just for the addon version. Demo for mission script version renamed to avoid confusion.
-ADDED: Added a custom game logic that when placed in the editor by the mission maker adds CEG as a required addon for the mission.
-IMPROVED: Optimized smoke stack particle code.
-UPDATED: readme.txt and missionmaker.txt