--- layout: wiki title: Vehicle Damage Framework description: Explains how to configure vehicles to simulate vehicle damage. group: framework order: 5 parent: wiki mod: ace version: major: 3 minor: 14 patch: 0 --- ## 1. CfgVehicles ### 1.1 Config Values The only configuration needed for vehicles are their probabilities to cook-off/detonate upon being penetrated. These values are dice-rolls within system, tweak to get better feeling effects. All values in range [0, 1] unless specified otherwise #### 1.1.1 `ace_vehicle_damage_hullDetonationProb` The probability for the vehicle to detonate ammunition upon its hull being penetrated Default: 0.2 #### 1.1.2 `ace_vehicle_damage_turretDetonationProb` The probability for the vehicle to detonate ammunition upon its turret being penetrated Default: 0.2 #### 1.1.3 `ace_vehicle_damage_engineDetonationProb` The probability for the vehicle to detonate ammunition upon its turret being penetrated Default: 0.2 #### 1.1.4 `ace_vehicle_damage_hullFireProb` The probability for the vehicle to catch on fire upon its hull being penetrated Default: 0.5 #### 1.1.5 `ace_vehicle_damage_turretFireProb` The probability for the vehicle to catch on fire upon its turret being penetrated Default: 0.2 #### 1.1.6 `ace_vehicle_damage_engineFireProb` The probability for the vehicle to catch on fire upon its engine being penetrated Default: 0.5 #### 1.1.7 `ace_vehicle_damage_detonationDuringFireProb` The probabilitiy for the vehicle to detonate ammunition while its on fire Default: 0.2 #### 1.1.8 `ace_vehicle_damage_canHaveFireRing` Whether or not this vehicle can spawn a `ring-of-fire` effect (Boolean value: 0 or 1) Default: 0 #### 1.1.9 `ace_cookoff_canHaveFireJet` Whether or not this vehicle can spawn a `jet` effect (Boolean value: 0 or 1) Default: 1 #### 1.1.10 `ace_vehicle_damage_slatHitpoints` An array of all hitpoints that are defined to be SLAT. String array Default: {} #### 1.1.11 `ace_vehicle_damage_eraHitpoints` An array of all hitpoints that are defined to be ERA. String array Default: {} #### 1.1.12 `ace_vehicle_damage_turret` String for turret classname to spawn when catastrophically destroyed, followed by offset the object should spawn with. Turret will pop-off and this is the class spawned Default: {} ### 1.2 Defined Hitpoints #### 1.2.1 Default assumed hitpoints - Engine: `hitengine` - Hull: `hithull`, `hitbody`, `#structural` - Tracks: `hitltrack`, `hitrtrack` - Wheels: `hitlbwheel`, `hitlmwheel`, `hitlfwheel`, `hitlf2wheel`, `hitrbwheel`, `hitrmwheel`, `hitrlwheel`, `hitrfwheel`, `hitrf2wheel` - Fuel: `hitfuel` #### 1.2.2 Turret, Gun, ERA, and SLAT hitpoints On vehicle placement the system will iterate through all hitpoints define in `class Turrets` and find the relevant weapons and add their hitpoints. This occurs for ERA and SLAT as well ## 2. CfgAmmo The only configuration needed on ammo is the warhead type (if applicable) and the incendiary value ### 2.1 `ace_vehicle_damage_incendiary` Value in range [0, 1] for how incendiary the ammo is. This is used in calculations to ignite fires. Not based on any real-world value, tweak as feels right. #### 2.1.1 Default Values - Tandem/HEAT: 1 - AP: 0.1 - HE: 0.3 - Incendiary Bullet: 0.7 ### 2.2 `warheadName` Default ARMA config value. We assume that the warheads are vanilla strings, so options are - `HE` - `AP` - `HEAT` - `TandemHEAT` If no `ace_vehicle_damage_incendiary` defined, this value will be used to assume a default based on above table of common values (excluding `Incendiary Bullet` which is 0). ## 3. Disabling crew bailing for individual vehicles Crew bailing when their vehicle is disabled (immobile or can't shoot) can be disabled for a specific vehicle: ``` _vehicle setVariable ["ace_vehicle_damage_allowCrewInImmobile", true, true]; ```