tachi 10 Posted January 28, 2015 (edited) So to configure custom addons to be compatible with RHS penetration system you need to do next steps(only for RPGS ammo) add this clas in cfgAmmo: class rhs_ammo_3bk12_penetrator; class my_custom_penetrator: rhs_ammo_3bk12_penetrator { hit=550; //can be annything caliber="(540/((15*1000)/1000))"; // taken from rpg7 vl ammo }; And then add this to the needed ammo config: class class my_custom_penetrator { rhs_ce_penetration="maaws_hedp_penetrator"; }; AFAIK this penetrator will only affect vehicles from RHS mod, others vehicles wont be affected by this penetrator parametr. Pardon me if i'm wrong. Edited February 18, 2015 by Tachi Share this post Link to post Share on other sites
reyhard 2082 Posted January 29, 2015 (edited) #define RHA(mm,speed) caliber=(mm/((15*speed)/1000)); //penetration calculating macro //type desired penetration & shell typical speed class rhs_ammo_3bk12 : rhs_ammo_3bk_base { hit = 200; //keep it low, otherwise game engine will skip whole armor structural thing, yet, having it stronger (i.e. like 350 or [untested] 400, should make such shell acting like tandem rocket - ERA bricks should be destroyed upon impact without slowing down jet stream rhs_ce_penetration="rhs_ammo_3bk12_penetrator"; //3bk12 will be replaced upon impact with penetrator class }; class rhs_ammo_3bk12_penetrator : rhs_ammo_3bm_base { rhs_ce_penetration="penetrator"; //that spawned penetrator shouldn't fire up once again hit event handler - keep it that way RHA(420,1000) indirectHit = 0; indirectHitRange = 0; explosive = 0; typicalSpeed = 1000; //keep it at that level, as other values cause strange behaviour upon impact timeToLive = 0.03; //we don't want long living jet streams, do we? whistleOnFire = 1; whistleDist = 14; deflecting = 0; model = "\A3\Weapons_f\empty"; }; //example classes, class rhs_ammo_3bk14 : rhs_ammo_3bk_base { hit = 210; rhs_ce_penetration="rhs_ammo_3bk14_penetrator"; }; class rhs_ammo_3bk14_penetrator : rhs_ammo_3bk12_penetrator { //example usage of penetration macro RHA(450,1000) }; without special materials in fire geometry it doesn't make too much sense but at least penetrator is spawned so if something is RAM compatibile, it should do more or less trick class EventHandlers: EventHandlers { hitpart = "_this call SLX_XEH_EH_HitPart;_this call rhs_fnc_hitHandler"; }; or in editor this addEventHandler ["hitpart",{_this call rhs_fnc_hitHandler}] Edited January 29, 2015 by Reyhard Share this post Link to post Share on other sites
bumgie 49 Posted January 29, 2015 How does this compare to work done on RAM and is it compatible? Share this post Link to post Share on other sites
tachi 10 Posted January 29, 2015 Thanks for the answer. Does this mean that I don't have to define hit parameter inside penetrator class, only rha? Share this post Link to post Share on other sites
reyhard 2082 Posted January 29, 2015 @Bumgie - it's partially compatible now and will be changed in the future @Tachi - you can change it a little bit as it's main source of damage. If you have time feel free to experiment with that Share this post Link to post Share on other sites