* Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
4.0 KiB
layout | title | description | group | category | parent | mod | version | ||||||
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wiki | Vehicle Damage | Enhances vanilla armoured vehicle damage simulation. | feature | realism | wiki | ace |
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1. Overview
Removes hit-point based damage on armoured vehicles.
1.1 Differences from vanilla
Vehicle damage is component based in this system. Rather than catastrophically exploding when an arbitrary amount of damage is recieved, the system calculates what warhead hit you, if it hit SLAT/ERA, and what components it hits. When you are hit, a calculation takes place and determines which people inside the vehicle should get hurt.
1.2 How is damage calculated
Damage takes into account what warhead hits you, the speed it hits you at, and how much armour it hit.
If you are hit with a HEAT warhead, the system will check if you hit any ERA or SLAT armour and if so it negates all damage from hitting your vehicle and instead the component absorbs it. Once the SLAT or ERA is destroyed, if hit again in the same spot the warhead will penetrate. Tandem HEAT will penetrate and destroy the armour, however. AP ammo has a chance to destroy it.
All ammunition shot at a vehicle is considered into the calculation. If the ammo is incendiary and it penetrates into a vital component there is a chance for cook-off to occur.
At the time of writing, blow-out panels are not simulated within the system.
1.3 What components are considered
- Engine
- Hull
- Turret
- Gun barrel
- Track
- Wheels
- Fuel Tank
- SLAT
- ERA
1.4 What warheads are considered
- AP (General AP ammo: APFSDS, Solid Shot, etc.)
- HEAT
- HEAT (Tandem)
- HE
2. Component Overview
2.1 Engine
The engine drives the vehicle. If the engine takes a critical hit, it will be destroyed and the vehicle will become immobile.
- Can cook-off [Y]
- Can injure occupants [Y]
2.2 Hull
The hull is a hitpoint that is simulated to be a crew compartment. If you penetrate the hull there is a chance for occupants to take damage. Hits on the hull can also fragment and take out other components, like the turret and engine.
- Can cook-off [Y]
- Can injure occupants [Y]
2.3 Turret
The turret is assumed to house the ammo racks and hydraulics/electronics that control turret movement. On turret hit there is a chance for the turret to jam requiring further repair.
- Can cook-off [Y]
- Can injure occupants [Y]
2.4 Gun barrel
The gun barrel is the barrel for any weapon on the vehicle. If hit, there is a chance for the barrel to be broken requiring further repair to shoot and traverse.
- Can cook-off [N]
- Can injure occupants [N]
2.5 Track
A track on the vehicle. If hit, the track can break and immobilise the vehicle.
- Can cook-off [N]
- Can injure occupants [N]
2.6 Wheels
A wheel on the vehicle. If hit, the wheel can break and immobilise the vehicle.
- Can cook-off [N]
- Can injure occupants [N]
2.7 Fuel Tank
When hit, the fuel tank will leak fuel and require repair to hold fuel again.
- Can cook-off [Y]
- Can injure occupants [N]
2.8 SLAT
When hit, HEAT warheads will be defeated and no damage will be applied. If hit with Tandem HEAT or HE the SLAT will be destroyed. If hit with AP, there is a small chance for SLAT to be damaged.
- Can cook-off [N]
- Can injure occupants [N]
2.9 ERA
When hit, HEAT warheads will be defeated and no damage will be applied. If hit with AP, Tandem HEAT, or HE the ERA will be destroyed.
- Can cook-off [N]
- Can injure occupants [N]
3. Addon Options
3.1 Enable
- Enables/Disables the vehicle damage simulation
- Default: On
3.2 Enable/Disable Ammo Removal During Cook-Off
- Enables/Disables whether or not vehicle ammo will be fully removed upon cooking-off
- Default: On
3.3 Enable/Disable advanced car damage (Experimental)
- Enable experimental car damage. System will apply vehicle damage simulation to "car" types (trucks, SUVs, Humvees, etc.). Not fully tested and could be immbalanced causing weird behaviours.
- Default: Off
4. Dependencies
{% include dependencies_list.md component="vehicle_damage" %}