* Cook-off improvements * More changes * Update fnc_getVehicleAmmo.sqf * Better engine fire placement * Update fnc_detonateAmmunition.sqf * Update XEH_postInit.sqf * Update fnc_getVehicleAmmo.sqf * Update events-framework.md * Various improvements * Separate effect handling * Tweaks * Update XEH_postInit.sqf * Prevent double ammo detonation * Fixed objects not being able to cook-off again * Added incendiary rounds as source of box cookoff * Converted enable setting to bool * Fixed brackets * Update fnc_cookOff.sqf * Update CfgEden.hpp * Removed GVAR(enable), added GVAR(enableFire) back * Vehicle damage fixes * Made hitpoint hash common * Update fnc_addEventHandler.sqf * Update fnc_medicalDamage.sqf * Update fnc_handleBail.sqf * Changed API * Remove `CBA_fnc_getConfigEntry` as much as possible, as it's 2x slower * More cleanup * More cleanup * Fix merging issues, remove turret tossing * Update translations * More cleanup * Reverted some logic back to original, minor tweaks & fixes * Fix undefined variable * Cleanup * Fixed bad logic * Update addons/vehicle_damage/script_macros.hpp Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/functions/fnc_handleDamage.sqf * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/stringtable.xml Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/vehicle_damage/XEH_postInit.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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layout | title | description | group | order | parent | mod | version | ||||||
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wiki | Vehicle Damage Framework | Explains how to configure vehicles to simulate vehicle damage. | framework | 5 | wiki | ace |
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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];