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alleycat

armor/passThrough

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        Class USMC_Soldier_Base : SoldierWB
               {
               identityTypes[]={"USMC_Glasses","Head_USMC"};
               faceType="Man";
               genericNames="EnglishMen";
               model="\ca\characters2\USMC\usmc_soldier";
               portrait="\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";
               picture="\Ca\characters\data\Ico\i_null_CA.paa";
               icon="\Ca\characters2\data\icon\i_soldier_CA.paa";
               scope=0;
               faction="USMC";
               vehicleClass="Men";
               cost=80000;
               camouflage=1.8;
               accuracy=2;
               Class HitPoints : HitPoints
                       {
                       Class HitHead : HitHead
                               {
                               armor=0.85;
                               };

                       Class HitBody : HitBody
                               {
                               armor=1;
                               passThrough=0.8;
                               };

                       };

While looking for what controls bullet damage I found this. Can someone explain what the armor and passThroug variables do?

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armour = the value of this hitpoint in a precentage of the whole unit so if unit is armour 100 and this hitpoint is 0.1 then value of this hitpoints armour is 10

passthrough is how much to pass through to unit as a whole when dammaged , so if above is true and 0.8 pass through then unit is damaged by 8 when hit at this hitpoint or .8 of 10

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more simply:

- passtrough 0 (not 1) - if you shot this element it doesnt kill whole vehicle (example is glass in car, you won't kill car by hiting it's window) ,

- passtrought 1 (not 0) - if you shot this element whole vehicle is hit/killed with this,

Edited by vilas
fixing wrong values

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Hi I think opposite if what you said ?

Also if pass through is 0 then event handler hit / damage will not activate on that piece

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class HitPoints {

class HitGlass1 { armor = 0.1; material = -1; name = "sklo_p"; visual = "sklo_p"; passThrough = 0; };

class HitGlass12: HitGlass1 { name = "sklo_l4"; visual = "sklo_l4"; };

class HitLFWheel { armor = 0.25; material = -1; name = "levy predni tlumic"; visual = ""; passThrough = 0.2; };

class HitBody { armor = 0.4;material = -1; name = "karoserie"; visual = "karoserie";passThrough = true; };

class HitEngine { armor = 1.2; material = -1; name = "motor"; visual = "motor"; passThrough = true; };

};

yes, i twisted, yes, wrong me

i believe here armor means global armor *this armor, so for car with armor 100000 this window has not 0.1 but 10000 (at least i belive so)

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