There is some outdated information here (some bis name changes) and a bug (namely that _damageRecieved is inaccurate if _selection is "").  There is some helpful updated info here:    Here's an updated version of the reduce damage script: params[ "_unit" ]; // Damage reduction from https://forums.bistudio.com/forums/topic/198136-reducing-player-damage/ // Exit if we are a player and not local // Otherwise add EH for AI every where just in case their locality // changes due to moving into a players group // the EH will only fire where the AI is local if ( isPlayer _unit && { !local _unit } ) exitWith {}; if ( isPlayer _unit ) then { _unit removeAllEventHandlers 'HandleDamage'; }; // Only damage from last applied handleDamage EH is taken into consideration by the engine // Apply a new EH so as we can override the damage applied _unit addEventHandler [ "HandleDamage", { params ["_unit", "_hitSelection", "_damage","_source","_projectile","_hitPartIndex", "_instigator", "_hitPoint"]; // Damage multipliers. The damage of each projectile will be multiplied by this number. private _damageMultiplierHead = 0.3; private _damageMultiplierBody = 0.25; private _damageMultiplierLimbs = 0.15; private _damageMultiplierOverall = 0.25; // Damage limits. Each projectile will be limited to a max of this much damage. private _limitHead = 1.0; private _limitBody = 0.25; private _limitLimbs = 0.1; private _limitOverall = 0.25; private _oldDamage = 0; if (_hitSelection isEqualTo "") then {_oldDamage = damage _unit} else {_oldDamage = _unit getHit _hitSelection}; private _newDamage = _damage - _oldDamage max 0; private _incomingDamage = _newDamage; private _playerHealth = damage _unit; // Infantry selections // Keep in mind that if revive is enabled then incapacitation may occur at around 0.7 damage. // "": The overall damage that determines the damage value of the unit. Unit dies at damage equal to or above 1 // "face_hub": Unit dies at damage equal to or above 1 // "neck": Unit dies at damage equal to or above 1 // "head": Unit dies at damage equal to or above 1 // "pelvis": Unit dies at damage equal to or above 1 // "spine1": Unit dies at damage equal to or above 1 // "spine2": Unit dies at damage equal to or above 1 // "spine3": Unit dies at damage equal to or above 1 // "body": Unit dies at damage equal to or above 1 // "arms": Unit doesn't die with damage to this part // "hands": Unit doesn't die with damage to this part // "legs": Unit doesn't die with damage to this part // Do any other damage calculations here // _damage is the previous damage plus any new damage and will be applied // as the total damage the unit has for this selection once this EH returns // Only modify damage if it is a known projectile (leave falling damage etc alone) if (_newDamage > 0 && !(_projectile isEqualTo "")) then { // Reduce damage by damage multiplier private _damageMultiplier = _damageMultiplierBody; private _upperLimit = _limitBody; switch (_hitSelection) do { case "face_hub"; case "head": { _damageMultiplier = _damageMultiplierHead; _upperLimit = _limitHead; }; case "arms"; case "hands"; case "legs": { _damageMultiplier = _damageMultiplierLimbs; _upperLimit = _limitLimbs; }; case "": { _damageMultiplier = _damageMultiplierOverall; _upperLimit = _limitOverall; }; default { _damageMultiplier = _damageMultiplierBody; _upperLimit = _limitBody; }; }; _newDamage = _newDamage * _damageMultiplier; // Place an upper limit on projectile damage done at once if (_newDamage > _upperLimit) then { _newDamage = _upperLimit; }; _damage = _oldDamage + _newDamage; }; // For players ignore damage if they are incapacitated and pass damage to bis revive handler if ( isPlayer _unit ) then { if ( lifeState _unit == "INCAPACITATED" ) then { //if we are incapacitated take no additional damage _damage = _oldDamage; } else { _this set[ 2, _damage ]; //Call BI REVIVE HandleDamage EH passing new _damage value _damage = _this call bis_fnc_reviveEhHandleDamage; }; }; systemChat format[ "pHealth: %1 selection: %2 oldTotal: %3 newTotal: %4 incomingDmg: %6 appliedDmg: %6", _playerHealth, _hitSelection, _oldDamage, _damage, _incomingDamage, _newDamage]; _damage }]; systemChat format[ "Damage reduction applied to %1", _unit ]; Place this at the end of your mission initPlayerLocal.sqf and just change the multipliers you would like for the damage and remove the systemChat lines which are there for debugging. You can also remove the if statement with "INCAPACITATED" if you want players to be able to be killed while incapacitated.   EDIT: Added in location based multipliers and upper limits of damage per projectile and a check for _projectile not "" to avoid modifying falling damage etc.  You can set limits to 1 if you don't want an upper limit or fractions to ensure a number of shots to kill/incapacitate, keep in mind that players die at 1.0 damage but may be incapacitated at around 0.7 depending on the revive system.
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