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Found 4 results

  1. Flying jets in combat used to be quite binary in Arma. You fly or die. We heard you like hitpoints, so we put more hitpoints in your airplane so you can die while you fly. In return, you can show us how to land like a boss after a critical control loss. And put it on YouTube. With Jets DLC inbound, the birds needed to be put on par with other vehicle types in terms of damage effects to achieve some consistency and primarily extend the possible outcomes and challenges pilots will get in a combat. (as with other dev-branch'd features, this 'platform upgrade' will be available to everyone that owns Arma 3). And the challenges you may face include: Leaking fuel Reduced / complete loss of thrust after either one / both engines have been damaged Malfunctioning HUD and MFDs Gear that is no longer retractable if you landed too roughly Loss of control authority and adverse flight tendencies (a gameplay counterpart to tailrotor loss in helicopters) after taking hits in wings and control surfaces At the moment, there's only one aircraft configured with the new hitpoints - the Wipeout. Give it a go, try some Neophron Valley mission and let us know.
  2. This post is essentially a request to the devs to add an option to change settings regarding targetting. For a long time now, CCIP has damaged the quality of King of the Hill gameplay and it could be fixed by simply adding the option to disable CCIP. I've even spoke to high admins within Hostile Takeover and they agree that it's not a welcome feature and they would disable it if the option was given. The next segment is regarding future updates. Please just add the option to disable or change new features via code, whether you realize it or not. ArmA 3 KotH is getting worse and worse and it all could be restored given a few options.
  3. I d like to know if my way to copy the partial damage from one object to another works and if it can be optimized. fnc_get_hp_damage = { params ["_object"]; _hp_all_info = getAllHitPointsDamage _object; [_hp_all_info select 1, _hp_all_info select 2] }; fnc_set_hp_damage = { params ["_object", "_hp_all_info"]; private _hp_selection_names = _hp_all_info select 0; private _hp_damage_values = _hp_all_info select 1; { _object setHitPointDamage [_x, (_hp_damage_values select _forEachIndex)]; } forEach _hp_selection_names; }; params [["_vec_or_unit1", objNull, [objNull]], ["_vec_or_unit2", objNull, [objNull]]]; if ((isNull _vec_or_unit1) or (isNull _vec_or_unit2)) exitWith {true}; _hp_info = _vec_or_unit1 call fnc_get_hp_damage; [_vec_or_unit2, _hp_info] call fnc_set_hp_damage;
  4. While fixing and upgrading my Mig-21MF addon I decided to experiment with damage system, based on two, provided below, links: https://forums.bistudio.com/topic/92016-arma-2-track-and-tire-dammages/ https://resources.bisimulations.com/wiki/Damage_Modeling:_Objects#General_properties I found that using "hitPoints" BIS system you may get visual effects on aircraft, quite similar to the one used in IL-2 Sturmovik. How it'd work, in general? An aircraft gets AAA or small arms fire while flying. The game engine calculates whether weapon that was used against it is strong enough to destroy specific part of the aircraft that had being hit. Let's assume that it is. The part of the aircraft hides and then "damaged" version of the part unhides, in the same way like it happens in case of destroyed wheels. The only difference is that the unhidden part has different texture applied with visible bullet holes (alpha channel). Obviously, it might be destroyed further as well, even the animation of hide/unhide can be applied for smaller parts of damage value. For instance, when you shot at car window, the first level of damage would be a several bullet holes visible (only damage texture applied to mesh), the second level would be a many bullet holes (a new damage texture), the third - the window is broken (so mesh changes as well), the fourth - window dissapeared or detached from the vehicle (it need however additional input to the model.cfg and config.cpp to create vehicle-like "window"). The whole system can be used for a soldier model (leg amputation, fragmentation of skull) and any vehicle class entity as well. It depends mainly on desired outcome and how large the model is, in terms of poly-count, since you have to copy and paste some parts of the mesh to the same model. Sometimes even you have to copy the part again and revers its faces as well as add some additional elements to get immersion of a depth of the bullet holes (like on elevator picture below, where two wing frames/ribs have been added to the "damaged" part mesh). This system has a big advantage over any custom script-based one though - the damage can be repaired by both vanila and ACE repair vehicles (tested), with no script behind eating your additional CPU cycles. NightIntruder
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