ZNorQ 0 Posted September 25, 2007 If you take any truck, or humwee (and possibly other vehicles too), drive them full speed into a wall/obstacle, you'll see that the damage to the vehicle is always less than 10% (usually around 8%) damage before it starts burning, and eventually exploding. But, if you fire a weapon at it, you can usually get a damage rate of 60-80% before it starts burning and eventually exploding... Anyone know if this is a bug, or? ZNorQ Share this post Link to post Share on other sites
ZNorQ 0 Posted September 25, 2007 Ups, sorry people, I see that this post is absolutely in the wrong place! ZNorQ Share this post Link to post Share on other sites
ZNorQ 0 Posted September 26, 2007 Could anyone who has the power move this for me, please? ZNorQ Share this post Link to post Share on other sites
max power 21 Posted September 26, 2007 You could always report your post to a moderator with the button at the bottom... Share this post Link to post Share on other sites
.kju 3245 Posted September 26, 2007 Which says Quote[/b] ]This form is for reporting abusive behaviour (spamming, rude posts, etc) ONLY.DO NOT use this form just to contact a moderator - these messages will be ignored! Use pm instead. Share this post Link to post Share on other sites
fasad 1 Posted September 26, 2007 Vehicle destruction is not only caused by reducing the vehicle's hitpoints below a certain level, but also causing more than a certain threshold of damage to it's components. The crash is probably destroying the engine or some such component (i don't know any specific ArmA components) which is configured to result in the destruction of the vehicle as a whole. Share this post Link to post Share on other sites
ZNorQ 0 Posted September 26, 2007 Vehicle destruction is not only caused by reducing the vehicle's hitpoints below a certain level, but also causing more than a certain threshold of damage to it's components. The crash is probably destroying the engine or some such component (i don't know any specific ArmA components) which is configured to result in the destruction of the vehicle as a whole. Possible, but is there a way then to measure the damage of an engine? ZNorQ Share this post Link to post Share on other sites
ZNorQ 0 Posted September 26, 2007 Which saysQuote[/b] ]This form is for reporting abusive behaviour (spamming, rude posts, etc) ONLY.DO NOT use this form just to contact a moderator - these messages will be ignored! Use pm instead. Oh, I'll just wait till they take the action in their own hands... Share this post Link to post Share on other sites
Sniperwolf572 758 Posted September 26, 2007 Moving. Share this post Link to post Share on other sites
Balschoiw 0 Posted September 27, 2007 Quote[/b] ]If you take any truck, or humwee (and possibly other vehicles too), drive them full speed into a wall/obstacle, you'll see that the damage to the vehicle is always less than 10% (usually around 8%) damage before it starts burning, and eventually exploding.But, if you fire a weapon at it, you can usually get a damage rate of 60-80% before it starts burning and eventually exploding... Anyone know if this is a bug, or? It´s simply a matter of definition. Firearms do more damage to vehicles as their damage value is higher than the damage value static objects have against vehicles. I´m not sure, but I guess there is no real speedcheck for vehicles in Arma that calculates damage in relation to vehicle speed. It may be there for aircrafts and helos, but land vehicles don´t seem to work that way. Quote[/b] ]Possible, but is there a way then to measure the damage of an engine? I don´t think so. Share this post Link to post Share on other sites
dr_eyeball 16 Posted September 27, 2007 The crash is probably destroying the engine or some such component (i don't know any specific ArmA components) which is configured to result in the destruction of the vehicle as a whole. If you test this dammaged event handler, you can see how ArmA treats damage. It's usually very large damage amounts to groups of areas and sometimes it doesn't report specific component damage at all, even though you can see the damaged area (eg: main gun) on your vehicle damage image (eg: top left corner tank image). DamagedVehiclePartName.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// "Dammaged" Event Handler // Desc: Display English names of damaged sections of a vehicle. // Exec: client (or server) - local to driver of vehicle // Usage: nul=this addEventHandler ['dammaged', {_this execVM 'DamagedVehiclePartName.sqf'} ]; //----------------------------------------------------------------------------- // params _damagedObject = _this select 0; _damagedArea = _this select 1; _damageLevel = _this select 2; _driver = driver _damagedObject; //----------------------------------------------------------------------------- fn_MapDamagedAreaName = { _damagedArea = _this select 0; _Area = "?"; switch (_damagedArea) do { case "karoserie": { _Area = "body" }; case "palivo": { _Area = "fuel tank" }; case "motor": { _Area = "engine" }; case "zbran": { _Area = "main gun" }; case "telo": { _Area = "hull" }; case "vez": { _Area = "turret" }; case "l svetlo": { _Area = "left panel" }; case "p svetlo": { _Area = "right panel" }; case "light_1_1": { _Area = "left panel" }; case "light_1_2": { _Area = "right panel" }; case "sklo predni l": { _Area = "left glass" }; case "sklo predni p": { _Area = "right glass" }; case "pas_l": { _Area = "left track" }; case "pas_p": { _Area = "right track" }; case "levy predni tlumic": { _Area = "left front wheel" }; case "pravy predni tlumic": { _Area = "right front wheel" }; case "levy dalsi tlumic": { _Area = "left front middle wheel" }; // 4 wheels per side case "pravy dalsi tlumic": { _Area = "right front middle wheel" }; case "levy prostredni tlumic": { _Area = "left rear middle wheel" }; case "pravy prostredni tlumic": { _Area = "right rear middle wheel" }; case "levy zadni tlumic": { _Area = "left rear wheel" }; case "pravy zadni tlumic": { _Area = "right rear wheel" }; default { _Area = _damagedArea }; }; _Area; }; //----------------------------------------------------------------------------- _damagedAreaDesc = [_damagedArea] call fn_MapDamagedAreaName; _Msg = format["%1 damaged! (%2%3)", //typeOf _damagedObject, _damagedAreaDesc, round(_damageLevel*100), '%']; /* { [_x, _Msg] call fn_vehicleChat; } forEach (crew _damagedObject); */ player sideChat _Msg; // adjust this for your own setup Share this post Link to post Share on other sites
ZNorQ 0 Posted September 27, 2007 @Dr_Eyeball; When is the eventHandler triggered? Can I attach it to a damaged vehicle (and it automatically triggers), or only when the damage occours? It would be great if we could repair these components indivudually... ZNorQ Share this post Link to post Share on other sites
Junker 0 Posted September 27, 2007 Add this to the init line of the vehicle and crash it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nul=this addEventHandler ['dammaged', {_this execVM 'DamagedVehiclePartName.sqf'} ]; Share this post Link to post Share on other sites
ZNorQ 0 Posted September 27, 2007 Add this to the init line of the vehicle and crash it.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nul=this addEventHandler ['dammaged', {_this execVM 'DamagedVehiclePartName.sqf'} ]; Yes, I know that, but what if I where to check a random vehicle of its damage status - would I be able to do that, or would I have to damage it to trigger it? ZNorQ Share this post Link to post Share on other sites
Junker 0 Posted September 27, 2007 damage it to trigger it. Share this post Link to post Share on other sites