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this is very interesting

"Soldier equipment protection tweaks (WIP - things like body armor, in an attempt to shift focus from character class to equipment worn)"

where can I find more info ? anyone tested ?

Hopefully this is the start of at least having the support for modders to give us a system like this:

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Hopefully this is the start of at least having the support for modders to give us a system like this:]

Dat video again..

Doesn't this belong in the addon request thread seeing as you specifically ask for modders to achieve this?

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Dat video again..

Doesn't this belong in the addon request thread seeing as you specifically ask for modders to achieve this?

He was talking about the tweaks to body armor and something like the video is the end goal right? Or at least for modders to be able to do. The post was because the update signaled a move to start work on making the body armor system better.

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He was talking about the tweaks to body armor and something like the video is the end goal right? Or at least for modders to be able to do. The post was because the update signaled a move to start work on making the body armor system better.

Is the video the end goal?

Would you like to be "bloke with no leg" and you can spend the rest of your 3 hour gaming session waiting for med evec? Or maybe "guy with one arm", for which an entire new anim system would need to be wrote, so you can spend the last two minutes of your game life bleeding out with totally realistic one armedness.

Just because it's possible, doesn't mean that it's a good thing.

This is the dev discussion thread and we should be focusing on the changes that were made. Maybe you can test them yourself:

(for example: line up troops with varying body armour in the editor and shoot them hundreds of times to get a good average of how much damage different calibers do to different armour, from different ranges) - then come back here and then you've got something totally interesting and relevant to say.

Boring but necessary to get empirical evidence. Didn't you want more realism anyway? - I thought you would have jumped at the chance to test out Bohemias new WIP armour system and see if it adds value to the game.

Talking about anything else at this stage is a flight of fancy, and shouldn't clog up this thread.

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Limb removal and other gore should only be active when a unit receives >0.85 damage on almost all body parts. That way, gameplay doesn't become a torture as described above and can be balanced further with additions, etc.

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Lets discuss what has changed instead of what we would like it to become, without first looking at what was changed. I'm at work, so cannot try it yet... hope someone who already does will share their thoughts or video of the change

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For certain mods, that might be nice to have limb removal, but I think for the purposes of the popular game modes and short-duration missions it's enough to just consider a player "dead" once they reach the point of not having 4 usable limbs (or in a state of needing "revival" by a medic).

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so far the veichles problems are still there

I continue to see the crew through the turret in t100, brake lights, reverse lights, are random especially in the opfor vehicles, in the t100 gunner's HUD i still see 120 mm instead 135 mm.

repair specialist has the same animation of the first aid kit

we have to wait christmas?

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Tweaked hiding of rocket pods on unarmed variants of light helicopters

Can anyone shed some light on this? Is this similar to the commands to remove the benches and add doors to the MH-9?

I like the idea of removing the benches from the MH-9 however units can still occupy the external cargo slots.

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so far the veichles problems are still there

I continue to see the crew through the turret in t100, brake lights, reverse lights, are random especially in the opfor vehicles, in the t100 gunner's HUD i still see 120 mm instead 135 mm.

repair specialist has the same animation of the first aid kit

we have to wait christmas?

http://feedback.arma3.com/view.php?id=11943 as well.

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what about this ? "New armor plate materials for future appliances"

It means they've added a couple more .rvmat surface files to provide different material penetration properties for the fire geometry LOD of various models.

Have a look here to see an example of how they're used

The "future applications" bit would imply that they haven't been applied to any models yet, but they're in the game data files ready to be used when BIS get around to adjusting their models, and for addon makers to make use of in the meantime.

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Dat video again..

No damage at all when shooting at the vest is unrealistic anyway and would be majorly annoying. Needs additional plates in the vest to catch assault rifle bullets like 5,56/7,62mm and this vest wasn't one with those plates because they're anything but slim. And even then one would be thrown to the ground and not be able to fight for at least until the shock wears off.

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No damage at all when shooting at the vest is unrealistic anyway and would be majorly annoying. Needs additional plates in the vest to catch assault rifle bullets like 5,56/7,62mm and this vest wasn't one with those plates because they're anything but slim. And even then one would be thrown to the ground and not be able to fight for at least until the shock wears off.

We have armor plates in tanks, we could add those to vests. :!

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We have armor plates in tanks, we could add those to vests. :!

Yea those vests with added plates exist and are used. It's just the guy in the video has a standard vest and even with those special vests one will feel quite a punch when hit and will be in shock for some time.

I mean a more realistic wounding would be quite cool. I just was bothered by those vest hits.

Actually I thought about this just today when I hit someone (Infantry) with the 30mm AP and later with the 120mm AP ( ;) ) and of course it looked like he was hit with small arms. And in this case I don't like the animation when one gets hit, too. You know, that short twitch. Looks particularly wierd when someone is running, gets hit and has this quick twitch, and keeps running.

Oh and something else.

Do you also still have those wierd issues when objects (mostly rocks) are hovering on some distant hill? And sometimes you can see a soldier or vehicle in the distance, but when you shoot at it you realize they must be behind some object because the bullets are striking something?

And also soldiers and vehicles sinking into the ground while moving in the distance?

(talking about multiplayer)

Man that's so wierd and annoying. Pretty much a fun killer when trying to engage far away targets with your vehicle ...

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Oh and something else.

Do you also still have those wierd issues when objects (mostly rocks) are hovering on some distant hill? And sometimes you can see a soldier or vehicle in the distance, but when you shoot at it you realize they must be behind some object because the bullets are striking something?

And also soldiers and vehicles sinking into the ground while moving in the distance?

(talking about multiplayer)

Man that's so wierd and annoying. Pretty much a fun killer when trying to engage far away targets with your vehicle ...

That happens when your terrain quality is lower than ultra. What lower the worse it is. At low you can see very well through some hills.

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EDIT: Post deleted - It wasn't excessive nearTargets returns - sorry BIS! :)

Edited by Das Attorney

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Interesting.

Even on land, is it really necessary to includes animals in the search for nearTargets?

Some missions may require animals like that. But we need a separate command for using without animals.

---------- Post added at 07:18 ---------- Previous post was at 07:16 ----------

We need a nearHumanTargets command though this belongs in the dev branch scripting discussion thread.

Edited by ProGamer

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No damage at all when shooting at the vest is unrealistic anyway and would be majorly annoying. Needs additional plates in the vest to catch assault rifle bullets like 5,56/7,62mm and this vest wasn't one with those plates because they're anything but slim. And even then one would be thrown to the ground and not be able to fight for at least until the shock wears off.

No, you wouldn't be thrown to the ground except as a result of surprise and fear. If you like, I'll post a video of a guy pressing the barrel of a FN FAL against his vest and pulling the trigger. He doesn't even stagger.

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No, you wouldn't be thrown to the ground except as a result of surprise and fear. If you like, I'll post a video of a guy pressing the barrel of a FN FAL against his vest and pulling the trigger. He doesn't even stagger.

Link in studios, please. Even if it is not fake, Type III (NIJ Standard-0101.06) armor required to stop a bullet like that is much heavier than what we have in the game.

Edited by DarkWanderer

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No, you wouldn't be thrown to the ground except as a result of surprise and fear. If you like, I'll post a video of a guy pressing the barrel of a FN FAL against his vest and pulling the trigger. He doesn't even stagger.

I would like to see it too, because I saw a video with an American soldier getting hit by a sniper bullet in Iraq and he was knocked down (he then stood up and run for cover immediately - I am not an expert on military stuff so don't know what armor he had on himself).

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No, you wouldn't be thrown to the ground except as a result of surprise and fear. If you like, I'll post a video of a guy pressing the barrel of a FN FAL against his vest and pulling the trigger. He doesn't even stagger.

Yea I've seen something similar with some italians and an AK. But those people are prepared for the impact and probably lean somewhat against the oncoming force. (as you said, suprise and shock would probably play a major role)

As Bouben said there is a video an US soldier getting hit by a sniper:

Even though he was wearing a vest plus an extra added ceramic armor plate he suffered pretty big bruises on his chest what shows how much energy such a bullet releases and what it must feel like getting hit.

That happens when your terrain quality is lower than ultra. What lower the worse it is. At low you can see very well through some hills.

Ah good to know, thanks for that! Going to put it on ultra as my pc should be able to deal with it.

But nevertheless this should get fixed, every one who doesn't know and plays on lower than ultra will think somethings majorly broken :/

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Yea I've seen something similar with some italians and an AK. But those people are prepared for the impact and probably lean somewhat against the oncoming force. (as you said, suprise and shock would probably play a major role)

As Bouben said there is a video an US soldier getting hit by a sniper:

Even though he was wearing a vest plus an extra added ceramic armor plate he suffered pretty big bruises on his chest what shows how much energy such a bullet releases and what it must feel like getting hit.

Ah good to know, thanks for that! Going to put it on ultra as my pc should be able to deal with it.

But nevertheless this should get fixed, every one who doesn't know and plays on lower than ultra will think somethings majorly broken :/

That video shows exactly what should happen in ArmA when people get hit in the torso. Even though there are armor plates in the vest, the hit still should be like a really strong kick to the chest.

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