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l mandrake

Damage to Weapons

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OK, thanks to Madmatt's ArmAEffects mod you can now clearly see when your rounds strike an enemy's weapon - this is great.

But it just makes it more frustrating that Arma does not model damage to weapons! I fired three supersonic 5.56 rounds at an AI soldier, hitting his AK74 with all 3. He then calmly fired back at me and wounded me.

In reality his weapon would have been badly damaged, probably useless. A feature for a future update perhaps (and Yes, I will post it in the Arma2 Suggestions forum too wink_o.gif ) ?

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Why not just aim for the head or arm, if you can fire acurately enough to hit the weapon?

rather useless feature if you ask me

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Why not just aim for the head or arm, if you can fire acurately enough to hit the weapon?

rather useless feature if you ask me

I think what he was saying was that the fact that the weapon acts as a gun shaped forcefield is not acceptible.

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I think what he was saying was that the fact that the weapon acts as a gun shaped forcefield is not acceptible.

Exactly icon_rolleyes.gif

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hmmmm...damaged handweapon?

That would mean that each weapon needs further damage models which would have to be created at first. And additionally to this, the engine would need some more information about the behavior of a damaged Handweapon, so I think it was ...

a) never planed and

b) will never be planed to become such a feature realized.

It´s also more sensefull to take out the unit which is carrying a certain weapon, instead to try to hit the weapon it self! Even if it really would be more realistic, in reality soldiers of oposing sites are always trying to hit the Soldier and not the weapon....

So I have to agree rundll.exe

Quote[/b] ]

rather useless feature ...

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Apparently, some people are a little slow on this forum today.  The TOP was not trying to suggest that weapons should be damagable for people to purposefully target them.  He was saying that when you shoot at a character and incidentally hit his weapon, nothing happens, which is wrong.  So, if you're shooting at someone, and accidentally hit his weapon, nothing gets damaged.  So, when you shoot at some character and incidentally hit his weapon 3 times in a row by accident, and he turn around and shoots you without injury or affect, it is wrong.

Whether or not this feature was originally planned is not withstanding.  It's a possible solution to a problem, not some frivolous new feature for interests sake.

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Similar to Far Cry 2, I like how weapons Strawberry Jam and can be shot out of your hand.

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TBH it's these small but clever features that make a game or break it. I'd rather have less shiny good looking models in a game but more little "features" like this. I hope devs realise this for ArmA 2.

Anyways just my 2 cents.

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Similar to Far Cry 2, I like how weapons Strawberry Jam and can be shot out of your hand.

Yup that sound like a reasonable idea.

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it would be good for Police type missions, when you are sniper and you must disable for example suicidal man :]

or in MP player biggrin_o.gif

you shoot man rifle and you take prisoner

would gave a lot of fun

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OFP's SLX had that feature, if you shoot at the weapon, and no the man, it'd fly a few meters away.

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IMO there are more important weapon features that are

missing and which I'd like to see supported first (iron sights

that have to be set for range, proper BDCs on telescopic

sights, bipods that actually support the guns, weapon

reliability, etc.).

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ARMA3! FWiW

To call this a "SIM" when you can use the uber shield(any weapon) is farce. And is absolutely more important than the rest of the weapon issues. I have hope that in the next few ARMAs there will be hit detection ect...

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Hi, the default (BIS) weapons problem acting like a SWAT shield

comes from the Geometry LOD, that's a big triangle that's actualy

bigger (from top to bottom) than the weapon and that's also misplaced

from the gun (barrel to stock) center axis, it could be easy solved

by taking the 1St Shadow LOD and converting it into the weapon's

Geo LOD, so if the bullets hit that soldier's weapon... it's because

you've hit into the weapon and not into a "magic force field sent by

God to ruin your poor SP/MP gaming" as punnishment for buy a Beta

game with more holes than the Nevada and more bugs than any

Marabunta's hive. But back on topic... it will be very easy to fix by

BIS if they want to fix a very annoying and important bug that

affects seriously to the gameplay; easyer to solve than allow

the bipods have any use for real, fold and unfold weapons parts,

and other issues also needed for a better representation of the

propper use of the weapons.

And by the way... this is not a SWAT's game; this is the damn

army. We shot to kill. Let's C ya

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Hi, the default (BIS) weapons problem acting like a SWAT shield

comes from the Geometry LOD, that's a big triangle that's actualy

bigger (from top to bottom) than the weapon and that's also misplaced

from the gun (barrel to stock) center axis, it could be easy solved

by taking the 1St Shadow LOD and converting it into the weapon's

Geo LOD, so if the bullets hit that soldier's weapon... it's because

you've hit into the weapon and not into a "magic force field sent by

God to ruin your poor SP/MP gaming" as punnishment for buy a Beta

game with more holes than the Nevada and more bugs than any

Marabunta's hive. But back on topic... it will be very easy to fix by

BIS if they want to fix a very annoying and important bug that

affects seriously to the gameplay; easyer to solve than allow

the bipods have any use for real, fold and unfold weapons parts,

and other issues also needed for a better representation of the

propper use of the weapons.

And by the way... this is not a SWAT's game; this is the damn

army. We shot to kill. Let's C ya

Regardless of the size or shape of the geo LOD, wipman, the problem remains that even if you had the first lod as a super accurate collision box, nothing would happen if you hit the weapon... so you've just changed the shape of the 'no bullets allowed past this point' super shield.

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Hi, you've to hit on the composite made parts (grips and the stock)

to make the bullet pass through; i've killed some AI's with the deflected

bullets that hitten the weapon on their hands, and that's enough

to me. I haven't taken a look at the RGP/AA weapon LODs but...

seeing all what i've seen from BIS... the Geo LOD of those, could

be a scale version of the Empire State building; reduced to just a

2 floor tall building to stop the bullets comming from the sides and

working better than the helmet or the armor of any tank, that you

can still destroy 'em with a M249 and alot of time. Even with a M9.

Which is as amazing as the über innacurate, misrepresented, bad made,

"all in the name of the ultimate combat sim". So well, i really shouldn't

keep on this topic. My proposition for BIS and the addon makers,

what i wish; is that BIS and everyone made the Geo LOD of the

weapons using the 1St Shadow LOD, which seems good enough

as for avoid to have a big triangle that stops the bullets as a magic

SWAT shield gave to you by God "for handsome". Let's C ya

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