---
name: "Arma 3: Probing Mechanics"
type: topic
aliases: ["Arma 3 Probing Mechanics"]
source: https://community.bistudio.com/wiki/Arma_3:_Probing_Mechanics
revid: 349873
updated: 2023-11-20T22:10:48Z
---

# Arma 3: Probing Mechanics

Spoiler Warning

**The following text contains game spoilers such as story details or mission walkthroughs. Read at your own risk!**\
The potential spoilers concern the following topic: Arma 3 Contact's "First Contact" campaign.

Arma 3 v1.94

### ED-1E Mini UGV

#### Track Lock Indicator

The track lock indicator (when the tracks are prevented from moving the vehicle) can be triggered with the following code.
This concerns the UI indicator only, actual track locking is done by attaching the Mini UGV to e.g. a game logic in order to stop it.

```sqf
nameOfVehicle setVariable ["BIN_ugv_trackLock", true];
```

#### Mini UGV MFD Animations

The following animations can be used with the **animateSource** script command to control the exterior MFD statuses. Most of these animations are hidden by default. In order to unhide them, you have to animate them to 0 phase.

| Animation Name | Functionality | Selection |
|---|---|---|
| Detector1Light1_Green | Hiding the green light on the gas detector (top light) | 3 |
| Detector1Light1_Red | Hiding the red light on the gas detector (top light) | 3 |
| Detector1Light2_Green | Hiding the green light on the gas detector (bottom light) | 4 |
| Detector1Light2_Red | Hiding the red light on the gas detector (bottom light) | 4 |
| Detector2Aux_hide | Hiding the icon for the auxiliary attachment on the side MFD | 1 |
| Detector2Speaker_Off | Hiding the 'Speakers Off' icon on the side MFD | 2 |
| Detector2Speaker_On | Hiding the 'Speakers On' icon on the side MFD | 2 |
| ChemDetectorLight | Hiding the threat detected light on the chemical detector | 6 |
| ChemDetectorLevel1 | Hiding the chemical detector's 1st status bar | 7 |
| ChemDetectorLevel2 | Hiding the chemical detector's 2nd status bar | 7 |
| ChemDetectorLevel3 | Hiding the chemical detector's 3rd status bar | 7 |
| BiopsyCapacity | Setting the biopsy probe capacity (goes from 1 to 100) | 5 |

Example code to unhide all elements:

```sqf
{
    ugv animateSource [_x, 0, true];
} forEach [
    "Detector1Light1_Green",
    "Detector1Light1_Red",
    "Detector1Light2_Green",
    "Detector1Light2_Red",
    "Detector2Aux_hide",
    "Detector2Speaker_Off",
    "Detector2Speaker_On",
    "ChemDetectorLight",
    "ChemDetectorLevel1",
    "ChemDetectorLevel2",
    "ChemDetectorLevel3"
];
ugv animateSource ["BiopsyCapacity", 100];
```

### Probing Event Handlers

#### probingStarted

Event handler returns following information:

- 0. **object**: Object - object which was scanned
- 1. **material**: String - name of the material
- 2. **completion**: Number - how much information about that material was gathered (from 0 to 100)

```sqf
BIN_ProbeEvent_1 = [missionNamespace, "probingStarted", {
    params["_object", "_data", "_completion"];

    if (_object isEqualTo Probe_2) then
    {
        if (_data isEqualTo "alien") then
        {
            hint "Probing started, hold left mouse button until the scan is completed.";
        } else {
            hint "Try pointing at the center of the probe when the cover is open.";
        };
    } else {
        // ...
    };
}] call BIS_fnc_addScriptedEventHandler;
```

#### probingEnded

- 0. **data**: Array - array containing following information:
  - 0. **object**: Object - object which was scanned
  - 1. **material**: String - name of the material
  - 2. **completion**: Number - how much information about that material was gathered (from 0 to 100)
- 1. **success**: Boolean - returns true if probing was fully completed (meaning laser probing was not interrupted for example)

```sqf
BIN_ProbeEvent_2 = [missionNamespace, "probingEnded", {
    params ["_data", "_success"];

    if (_success && {(_data # 0 == Probe_2) && (_data # 1 == "ALIEN")}) then
    {
        hint "Scan completed";

        player setCurrentTask (simpleTasks player # 2);
        (simpleTasks player # 1) setTaskState "Succeeded";
        ["BIN_tskProbe1", "SUCCEEDED"] call BIS_fnc_taskSetState;
        "BIN_tskProbe2" call BIS_fnc_taskSetCurrent;
        [missionNamespace, "probingStarted", BIN_ProbeEvent_1] call BIS_fnc_removeScriptedEventHandler;
        [missionNamespace, "probingEnded",   BIN_ProbeEvent_2] call BIS_fnc_removeScriptedEventHandler;
    };
}] call BIS_fnc_addScriptedEventHandler;
```

### Probe Tip Animations

Note that the Probe is referred to as "Alien Network" in the game. Probe tips can be animated with the following function:

```sqf
[nameOfProbe, state, speedFactor, soundTypes] call BIN_fnc_probeAnim;
```

Parameters:

- **nameOfProbe**: Object - name of the probe you would like to animate
- **state:** Number - 0 or 1 where 1 means that the inner tissue will be expanded
- **speedFactor** (*Optional*): Number - animation speed factor (default is 1)
- **soundTypes** (*Optional*): Number - custom sounds for probe tip animations (default ["**SoundSetSource_Sfx_Probe_Retract_01**","**SoundSetSource_Sfx_Probe_Expand_01**"])

Example code:

```sqf
[nameOfProbe, 1] call BIN_fnc_probeAnim;
```

### Example Mission

- https://steamcommunity.com/sharedfiles/filedetails/?id=1841970902

### See Also

- Function Group: Probe

<sub>Source: [BI Community Wiki — Arma 3: Probing Mechanics](https://community.bistudio.com/wiki/Arma_3:_Probing_Mechanics) (revision 349873).</sub>
