Arma 3
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Impact
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Data Type: Mod
Tiedostokoko
Julkaistu
Päivitetty
89.361 KB
27.1.2022 klo 3.53
25.6.2023 klo 2.51
4 muutosilmoitusta ( näytä )
Kuvaus
Improved Infantry Combat Experience
Impact aims to address a simple yet overlooked feature in Arma 3 : hit reactions. The current vanilla system boils down to a weird twitching animation, with little to no "impact" to AI units. Combined with the rather solid ballistic protection the base game offers, this can lead to frustrating gunfights, with players unloading on AI hostiles that are barely affected by bullets... Non-fatal shots feel inconsequential as a result :  AI units remain able to return fire immediately, and feel overpowered or robotic.


How?
The mod relies on a very simple approach. No over-complicated animation handling or scripted damage; the goal is to provide a reliable, efficient in-engine solution to this problem, without "impacting" (haha...) 3rd party addons. Whenever an infantry unit takes a hit, Impact analyses the characteristics of the projectile, and emulates kinetic energy when deemed necessary, eventually causing a brief "ragdoll" state. Even if a unit survives a high-caliber hit or a nearby explosion, it will have a good chance of being knocked down by the impact and falling to the ground. They will get back on their feet after a few seconds, buying players some time in tense situations and adding uncertainty to situational awareness (since the ragdoll state doesn't necessarily means the unit is actually dead), leading to a more "organic" experience. Impact works in all environments, with all types of ammo, including explosives.


How to use?
Just load the mod : Impact will work on any AI unit with proper Event Handlers inheritance. Several aspects of the script can be controlled with variables.
  • To enable Impact on players :
    missionNamespace setVariable ["impactForcedOn_player", true]
  • To disable Impact on a specific class :
    missionNamespace setVariable ["impactDisabledOn_" + typeOf bob, true] //bob & similar units are immune missionNamespace setVariable ["impactDisabledOn_O_Soldier_F", true] //'O_Soldier_F' type units are immune
  • To disable Impact on a specific unit :
    missionNamespace setVariable ["impactDisabledOn_" + str _unit, true] missionNamespace setVariable ["impactDisabledOn_bob", true]
  • To adjust how frequently Impact kicks in :
    missionNamespace setVariable ["impactCoef", 1.5] //default : 1


Known issues
  • Impact doesn't work on modded units that don't inherit base Event Handlers : that includes Zombies from Ravage, Phantoms from Remnant and Androids. Not actually an issue as this will prevent potential conflicts with 3rd party addons.

Important :
In order to work properly, Impact has to be loaded on both clients & server machines.


Credits
Special thanks to my long time supporters on Patreon, and to Johnnyboy for suggesting a better script approach for the project.



Want to support my work?

[www.patreon.com]

[paypal.me]
114 kommenttia
P A R A D O X X D E V 2.9. klo 18.06 
Mod don't load game.
Da Red Gobbo 8.4. klo 7.06 
Not compatible with antistasi ultimate in MP
Slender 12.7.2024 klo 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 31.3.2024 klo 15.05 
@Boyar
Thanks for the info
Boyar 31.3.2024 klo 14.13 
@Jaeger
nope
Jaeger 11.2.2024 klo 8.31 
Is this mod compatible with Death and Hit reaction ?
Haleks  [tekijä] 17.7.2023 klo 10.59 
@TheCombatFox : Glad to hear it's working fine along custom scripts. :D
TheCombatFox 16.7.2023 klo 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 16.7.2023 klo 5.06 
@Haleks
Oh you mean the part where they fall down when it isn't fatal and get back up?
Haleks  [tekijä] 16.7.2023 klo 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.