ACE3/docs/wiki/framework/vehicledamage-framework.md
Brandon Danyluk c4156a6888
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565)
* 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>
2021-10-14 10:49:27 -05:00

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3.3 KiB
Markdown

---
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 probabilitiy 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 `ring-of-fire` effect (Boolean value: 0 or 1)
Default: 0
#### 1.1.9 `ace_vehicle_damage_slatHitpoints`
An array of all hitpoints that are defined to be SLAT. String array
Default: {}
#### 1.1.10 `ace_vehicle_damage_eraHitpoints`
An array of all hitpoints that are defined to be ERA. String array
Default: {}
#### 1.1.11 `ace_vehicle_damage_turret`
String for turret classname to spawn when catastrophically destroyed. 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
## CfgAmmo
The only configuration needed on ammo is the warhead type (if applicable) and the incendiary value
### 1.1 `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.
#### 1.1.1 Default Values
- Tandem/HEAT: 1
- AP: 0.1
- HE: 0.3
- Incendiary Bullet: 0.7
### 1.2 `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).