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* 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>
143 lines
3.8 KiB
Markdown
143 lines
3.8 KiB
Markdown
---
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layout: wiki
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title: Vehicle Damage Framework
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description: Explains how to configure vehicles to simulate vehicle damage.
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group: framework
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order: 5
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 14
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patch: 0
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---
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## 1. CfgVehicles
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### 1.1 Config Values
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The only configuration needed for vehicles are their probabilities to cook-off/detonate upon being penetrated.
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These values are dice-rolls within system, tweak to get better feeling effects.
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All values in range [0, 1] unless specified otherwise
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#### 1.1.1 `ace_vehicle_damage_hullDetonationProb`
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The probability for the vehicle to detonate ammunition upon its hull being penetrated
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Default: 0.2
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#### 1.1.2 `ace_vehicle_damage_turretDetonationProb`
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The probability for the vehicle to detonate ammunition upon its turret being penetrated
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Default: 0.2
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#### 1.1.3 `ace_vehicle_damage_engineDetonationProb`
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The probability for the vehicle to detonate ammunition upon its turret being penetrated
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Default: 0.2
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#### 1.1.4 `ace_vehicle_damage_hullFireProb`
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The probability for the vehicle to catch on fire upon its hull being penetrated
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Default: 0.5
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#### 1.1.5 `ace_vehicle_damage_turretFireProb`
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The probability for the vehicle to catch on fire upon its turret being penetrated
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Default: 0.2
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#### 1.1.6 `ace_vehicle_damage_engineFireProb`
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The probability for the vehicle to catch on fire upon its engine being penetrated
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Default: 0.5
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#### 1.1.7 `ace_vehicle_damage_detonationDuringFireProb`
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The probabilitiy for the vehicle to detonate ammunition while its on fire
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Default: 0.2
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#### 1.1.8 `ace_vehicle_damage_canHaveFireRing`
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Whether or not this vehicle can spawn a `ring-of-fire` effect (Boolean value: 0 or 1)
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Default: 0
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#### 1.1.9 `ace_cookoff_canHaveFireJet`
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Whether or not this vehicle can spawn a `jet` effect (Boolean value: 0 or 1)
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Default: 1
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#### 1.1.10 `ace_vehicle_damage_slatHitpoints`
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An array of all hitpoints that are defined to be SLAT. String array
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Default: {}
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#### 1.1.11 `ace_vehicle_damage_eraHitpoints`
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An array of all hitpoints that are defined to be ERA. String array
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Default: {}
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#### 1.1.12 `ace_vehicle_damage_turret`
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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
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Default: {}
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### 1.2 Defined Hitpoints
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#### 1.2.1 Default assumed hitpoints
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- Engine: `hitengine`
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- Hull: `hithull`, `hitbody`, `#structural`
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- Tracks: `hitltrack`, `hitrtrack`
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- Wheels: `hitlbwheel`, `hitlmwheel`, `hitlfwheel`, `hitlf2wheel`, `hitrbwheel`, `hitrmwheel`, `hitrlwheel`, `hitrfwheel`, `hitrf2wheel`
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- Fuel: `hitfuel`
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#### 1.2.2 Turret, Gun, ERA, and SLAT hitpoints
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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
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## 2. CfgAmmo
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The only configuration needed on ammo is the warhead type (if applicable) and the incendiary value
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### 2.1 `ace_vehicle_damage_incendiary`
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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.
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#### 2.1.1 Default Values
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- Tandem/HEAT: 1
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- AP: 0.1
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- HE: 0.3
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- Incendiary Bullet: 0.7
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### 2.2 `warheadName`
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Default ARMA config value. We assume that the warheads are vanilla strings, so options are
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- `HE`
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- `AP`
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- `HEAT`
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- `TandemHEAT`
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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).
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## 3. Disabling crew bailing for individual vehicles
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Crew bailing when their vehicle is disabled (immobile or can't shoot) can be disabled for a specific vehicle:
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```
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_vehicle setVariable ["ace_vehicle_damage_allowCrewInImmobile", true, true];
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```
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