lolman1c 0 Posted August 31, 2019 Hello, For a while now I have been trying to adjust the health and resistance of a unit I have in ace to make them strong (able to take a rocket hit or two) but not invincible (Although a few shots won't kill them, a concentrated amount of fire will eventually take them down). However, so far it has either being one or the other. I'm still wrapping my head in confusion around arma's formula so I was wondering if someone could hit me up on some suggestions: Here is the ace profile I am using as a base. Base uniform: Spoiler class HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=1; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=6; material=-1; name="pelvis"; passThrough=0.80000001; radius=0.23999999; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; depends="0"; }; class HitAbdomen: HitPelvis { armor=1; material=-1; name="spine1"; passThrough=0.80000001; radius=0.16; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=1; material=-1; name="spine2"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=1; material=-1; name="spine3"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=125; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=3; material=-1; name="arms"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitHands: HitArms { armor=3; material=-1; name="hands"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=3; material=-1; name="legs"; passThrough=1; radius=0.14; explosionShielding=1; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class Incapacitated: HitLegs { armor=125; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; class HitLeftArm { armor=1; material=-1; name="hand_l"; passThrough=1; radius=0.079999998; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; }; class HitRightArm: HitLeftArm { name="hand_r"; }; class HitLeftLeg { armor=1; material=-1; name="leg_l"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_legs"; minimalHit=0.0099999998; }; class HitRightLeg: HitLeftLeg { name="leg_r"; }; }; armor=40; armorStructural=8; explosionShielding=10.25; Vest: Spoiler class Neck { hitpointName="HitNeck"; armor=100; passThrough=0.30000001; }; class Arms { hitpointName="HitArms"; armor=100; passThrough=0.30000001; }; class Chest { hitpointName="HitChest"; armor=100; passThrough=0.40000001; }; class Diaphragm { hitpointName="HitDiaphragm"; armor=100; passThrough=0.30000001; }; class Abdomen { hitpointName="HitAbdomen"; armor=100; passThrough=0.30000001; }; class Pelvis { hitpointName="HitPelvis"; armor=100; passThrough=0.30000001; }; class Body { hitpointName="HitBody"; armor=100; passThrough=0.30000001; Anything at all would help a lot as I've followed wikis suggestions and it's still not perfect. Thanks, Lolman1c Share this post Link to post Share on other sites