Arma 3
Impact
114 kommentarer
P A R A D O X X D E V 2. sep. kl. 18:06 
Mod don't load game.
Da Red Gobbo 8. apr. kl. 7:06 
Not compatible with antistasi ultimate in MP
Slender 12. juli 2024 kl. 8:27 
I had the same question of Jaeger lol I've never seen there were commands xD I tought the mod was broken or something. I'll try them. Also, adding a HUD to configure the mod would be nice.
Jaeger 31. mar. 2024 kl. 15:05 
@Boyar
Thanks for the info
Boyar 31. mar. 2024 kl. 14:13 
@Jaeger
nope
Jaeger 11. feb. 2024 kl. 8:31 
Is this mod compatible with Death and Hit reaction ?
Haleks  [ophavsmand] 17. juli 2023 kl. 10:59 
@TheCombatFox : Glad to hear it's working fine along custom scripts. :D
TheCombatFox 16. juli 2023 kl. 5:09 
I thought that was the work of a scenario I play... I blends in so well with the scenario custom medical script where they won't die immediately and bleed out in a lying position until someone get to them to patch up
TheCombatFox 16. juli 2023 kl. 5:06 
@Haleks
Oh you mean the part where they fall down when it isn't fatal and get back up?
Haleks  [ophavsmand] 16. juli 2023 kl. 4:23 
@TheCombatFox : you can easily test it yourself : open the VR map, spawn a player and a NPC - don't forget to disable damage on said NPC. Play the scenario, and unload on the NPC (I suggest the MX rifle for basic testing). You should see him fall down pretty quick.
TheCombatFox 15. juli 2023 kl. 22:27 
Tbh I can't tell the difference between the vanilla.. Can you make upload a video showcasing the mod?
Ted 11. juli 2023 kl. 4:35 
Im a bit stupid,can anyone explain how to configure this on a dedicated server?
David 21. juni 2023 kl. 21:22 
It's all good bro! Thanks for fixing it!
Haleks  [ophavsmand] 21. juni 2023 kl. 5:10 
@David : Ok, I just realized that the EH I'm using needs to be added from the shooter's machine as well... The update I just pushed should fix that - sorry for taking so long to notice the issue folks. :/
David 20. juni 2023 kl. 9:56 
I've noticed other people in the previous comments also talk about this not working in multiplayer. I'm not sure if these other problems have been solved though.
David 20. juni 2023 kl. 9:52 
Yes, the server is loading it, I am loading it. I even upped the chance for impact to occur, and I have not had a single instance where it works on a dedicated server.
Haleks  [ophavsmand] 20. juni 2023 kl. 2:40 
@David : is the mod loaded on the server as well ? Since AI are usually spawned server-side (and since the code runs where units are local), it's important to have it loaded on the server. Some content/scenarios may spawn units client-side (like my Ravage mod), which is why I advice to have the mod running on players machines too.
David 19. juni 2023 kl. 9:11 
It is not working for me on my server. The enemies don't ever ragdoll.
Haleks  [ophavsmand] 19. juni 2023 kl. 2:54 
@David : the mod runs client-side, so yeah, it will work in any environment as long as everyone in the session has it loaded.
David 18. juni 2023 kl. 17:09 
Does this mod work on Dedicated servers?
David 15. juni 2023 kl. 15:08 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈It's not that they don't register, it's that the bullet loses so much velocity by the time it reaches the target at that distance, that the impact from the bullet is no longer enough to drop the enemy.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 8. juni 2023 kl. 17:44 
Cool mod.

Kinda weird that the AI do ragdoll somersaults when shot with anything like a rifle and sometimes the impacts don't register (seems to be past 600+ meters?).
Desk Human 2. juni 2023 kl. 19:44 
one big problem: anyone who is ragdolled turns almost invincible
Archine 7. mar. 2023 kl. 3:45 
pretty cool, but wish they'd actually take damage
GOMERSGOOD 21. okt. 2022 kl. 18:56 
trying to run this on MP exile server, this go in the initPlayer? as is for players? do i need to change namespace for something else?
GOMERSGOOD 21. okt. 2022 kl. 9:56 
i wanted to use this with exile on multiplayer, that possible? would i still use missionnamespace to launch it? inside initplayer?
TheNightBird 21. aug. 2022 kl. 11:59 
Hello!

I wanted to further adapt this mod for my own use, namely making the "knockout" timer a random time between 1-30 secs, and making it always apply to player to skip the "missionspace variable part". Any chance I could get access to raw files? I am unsure if I am breaking your license by doing any of this.
☠ Kibbe_Surdo ☠ 15. aug. 2022 kl. 2:00 
nope they keep flying :/ anything i can do to test lmk
☠ Kibbe_Surdo ☠ 14. aug. 2022 kl. 21:39 
same issue here although I will try using the ragdoll ++ mod to se if it fixes the issue, idk if its compatible btw, thanks ina advance for any tips or clues
Dovahkiin 13. juli 2022 kl. 4:33 
I believe I can fly, I believe I can touch the sky....
"AI before die"
Rhym3z 12. juli 2022 kl. 3:13 
Getting flying ragdolls. 1 shot from any weapon is sending the AI to the moon
macfire19 5. juli 2022 kl. 14:07 
Lol yea, no...shooting someone using a level 6 vest in the chest with a 9mm from 15m away causes them to fly backward and land on their back. Completely uninjured, mind you.
uZi 4. juli 2022 kl. 18:23 
Good mod but I did some testing and I found that using 7.62 caliber or higher, when shot in the chest, the body does a complete backflip and lands on their chest while if I use 5.56, they push away and land forcefully on their back but their legs completely vertical. This feel kind of exaggarted. I even tried equiping them with vests that have strongest ballistics protection but it didn't make any difference to their getting hit animation.

I am using ragdoll physics plus+ mod with this.
Oratian 3. juli 2022 kl. 19:19 
This is dope, thank you.
tranasa1234 20. juni 2022 kl. 17:16 
flying ragdolls. help please
The Shadowbroker 5. juni 2022 kl. 12:58 
everytime i see opfor get hit by a .300 winmag from 400m using blastcore murr, impact and PIR i get what can only be described as a wargasm lol
The Shadowbroker 5. juni 2022 kl. 12:57 
I just wanted to express my grattitude to you halek for this mod:) this is what arma really needed most. now caliber actually matters on the battlefield.
gman 17. maj 2022 kl. 4:55 
anyone else getting ragdolled when walking into a squadmate? I think it has to do with walkable moving objects mod
juno 8. maj 2022 kl. 9:54 
nvm i figured it out i basically just put ["impactEnabledOn_unitclassname", true]; in the mission init haha
juno 8. maj 2022 kl. 9:18 
how can I add modded units to utilize impact? is it possible without breaking things?
Cursed 27. apr. 2022 kl. 9:58 
@I am black
No, it does not affect your performance and framerate, and it does pretty well with the AI can/cannot unconscious just like ace mod, But without ace. AND one last thing, it does unconscious your AI also.
Cursed 27. apr. 2022 kl. 9:56 
@Haleks, few issue with your mod...

If loaded with ragdoll mods e.g. (RHRM, Realistic Unit Ragdoll, Ragdoll Physics+ (but a better a lil bit, makes limbs heavier), etc.) the victim became helicopters/cartwheels for 1-3 meters,

If unload with ragdoll mods works fine like pristine. But all of the hits make my AI unconscious even fully healed by zeus (no ace btw).

its a cool mod and very useful for a bit of realism I suppose.
SSG 26. apr. 2022 kl. 9:29 
Regarding MP compatibility issue, this may be due to addForce being local...a possible intermediate treatment could be to add "setConscious true" right after addForce, then on client side ragdoll should fire, though the "momentum kick" might happen only on server side. Works fine in SP, but not tested in MP.
I am black 25. apr. 2022 kl. 8:49 
Does it affect the framerate?
I am black 25. apr. 2022 kl. 8:49 
Does it affect the framerate?
Raz 19. apr. 2022 kl. 16:21 
Hey, great mod but Im noticing that the mod is not working as intended in my dedicated server. Is it not MP supported?
SSG 17. apr. 2022 kl. 9:20 
Did an experiment on my last, ragdolling only happens in the first few seconds of the hit, after that the unit will revert to unconscious state and rolls on the ground, not like a dead body; still, lengthened wait time would cause player to do more lookout, I think
SSG 17. apr. 2022 kl. 8:57 
If delay of unconscious state is related to how hard the unit is hit (i.e. 5s or less for 9mm hit, and 15s for rifle hit if not killed, instead of a fixed 5s), sh*t would be much more unpredictable:steamhappy: for example, you would have to get every fresh dead body a finish shot, and you can't take your eyes off a fallen target behind obstacles for as long as 15s or even 30, which is very dangerous in CQB...
valrossenOliver 16. apr. 2022 kl. 5:14 
Would love preview video!
mnx20038 14. apr. 2022 kl. 11:26 
excellent job man!
what if you use impact for explosion ?!!