Soldier Protection – Arma 3
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{{Wiki|stub}} | |||
Each equipment item which should have a certain level of protection should have the necessary hit point configured (see examples | |||
This new system allows the definition of the protection level of various [[LOD#Hit-points|hit-points]] (head, face, neck) in a given piece of equipment (I.e. Headgear, vest).<br> | |||
Each equipment item which should have a certain level of protection should have the necessary hit point configured (see examples below). | |||
For the story, the old system was able to cover only one hit-point, as shown hereafter: | For the story, the old system was able to cover only one hit-point, as shown hereafter: | ||
{| | {| style="margin: auto" | ||
! | ! Old System | ||
! | ! New System | ||
|- style="vertical-align:top | ! New supported hitpoints | ||
| | |- style="vertical-align:top" | ||
| | | style="text-align: center" | [[File:soldierProtectionOld.jpg|250px]] | ||
|- style="vertical-align:top | | style="text-align: center" | [[File:soldierProtectionCurrent.jpg|250px]] | ||
| <syntaxhighlight lang="cpp">class ItemInfo | | | ||
* head | |||
* face | |||
* neck | |||
* chest | |||
* diaphragm | |||
* abdomen | |||
* pelvis | |||
* arms | |||
* hands | |||
* legs | |||
|- style="vertical-align:top" | |||
| | |||
<syntaxhighlight lang="cpp"> | |||
class ItemInfo | |||
{ | { | ||
hitPointName = "HitBody"; | |||
armor = 1; //float [0 .. ∞] | |||
passThrough = 1.0 //float [0 .. 1] | |||
};</syntaxhighlight> | }; | ||
| <syntaxhighlight lang="cpp">class ItemInfo | </syntaxhighlight> | ||
| | |||
<syntaxhighlight lang="cpp"> | |||
class ItemInfo | |||
{ | { | ||
class HitpointsProtectionInfo | |||
{ | |||
class Chest | |||
{ | |||
hitpointName = "HitChest"; | |||
armor = 1 ; //float [0 .. ∞] | |||
passThrough = 1.0; //float [0 .. 1] | |||
}; | |||
class Diaphragm | |||
{ | |||
hitpointName = "HitDiaphragm"; | |||
armor = 1 ; //float [0 .. ∞] | |||
passThrough = 1.0 ; //float [0 .. 1] | |||
}; | |||
}; | |||
};</syntaxhighlight> | }; | ||
</syntaxhighlight> | |||
| | |||
|} | |} | ||
== Implementation == | |||
As described hereafter, various properties (hitpoint) need to be defined in the config to fully benefit from the soldier protection. | As described hereafter, various properties (hitpoint) need to be defined in the config to fully benefit from the soldier protection. | ||
The following code is an example of a custom man base class containing every config parameters relevant to the soldier protection. Its values represents the state of the soldier protection without any equipment, each piece of gear can increase the protection level of one of these hit points, provided it is configured. This class is just here to help you understanding the relation between the configuration of a gear item and the base class. | === Unit base class === | ||
The following code is an example of a custom man base class containing every config parameters relevant to the soldier protection. | |||
Its values represents the state of the soldier protection without any equipment, each piece of gear can increase the protection level of one of these hit points, provided it is configured. | |||
This class is just here to help you understanding the relation between the configuration of a gear item and the base class. | |||
Note: Good practice is not to edit or update the base class but create a new class which inherits from the vanilla class. | Note: Good practice is not to edit or update the base class but create a new class which inherits from the vanilla class. | ||
Line 53: | Line 75: | ||
{ | { | ||
class Man; | class Man; | ||
class CAManBase: Man | class CAManBase : Man | ||
{ | { | ||
class HitPoints | class HitPoints | ||
Line 63: | Line 85: | ||
}; | }; | ||
}; | }; | ||
class TM4_CAManBase: CAManBase | class TM4_CAManBase : CAManBase | ||
{ | { | ||
armor | armor = 2; // total hit points (meaning global "health") of the object. | ||
armorStructural = 0.4; // divides all damage taken to total hit point, either directly or through hit point passThrough coefficient. must be adjusted for each model to achieve consistent total damage results | // keep constant among various soldiers so that the hit points armor coefficients remains on the same scale | ||
armorStructural = 0.4; // divides all damage taken to total hit point, either directly or through hit point passThrough coefficient. | |||
// must be adjusted for each model to achieve consistent total damage results | |||
explosionShielding = 0.04; // for consistent explosive damage after adjusting = ( armorStructural / 10 ) | explosionShielding = 0.04; // for consistent explosive damage after adjusting = ( armorStructural / 10 ) | ||
minTotalDamageThreshold = 0.001; // minimalHit for total damage | minTotalDamageThreshold = 0.001; // minimalHit for total damage | ||
impactDamageMultiplier = 0.5; // multiplier for falling damage | impactDamageMultiplier = 0.5; // multiplier for falling damage | ||
class HitPoints | class HitPoints | ||
Line 75: | Line 99: | ||
class HitFace | class HitFace | ||
{ | { | ||
armor | armor = 1; // "Healthpoints" of this hitpoint is armor value (of hitpoint) * armor value (coefficient of the total armor defined below for the whole object) | ||
material | material = -1; // damage material (-1 means "unused") | ||
name | name = "face_hub"; // selection name from hit points LOD in object | ||
passThrough | passThrough = 0.1; // coefficient defining how much damage will pass into total damage when this hit point is damaged | ||
radius | radius = 0.08; // size of the hit point sphere, this is how it works: https://community.bistudio.com/wiki/Arma_3_Damage_Description | ||
explosionShielding | explosionShielding = 0.1; // multiplier of explosive damage (parameter: explosive > 0 in ammunition type) | ||
minimalHit | minimalHit = 0.01; // minimal damage value that can be applied (based on armor value), damage below this threshold is ignored | ||
// example: total hit point armor = 2 and hitpoint class armor = 10 and minimalHit = 0.04 | |||
// -> all damage below a hit value of 2*10*0.04 = 0.8 is ignored | |||
} | } | ||
class HitNeck: HitFace | class HitNeck : HitFace | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "neck"; | ||
passThrough | passThrough = 0.1; | ||
radius | radius = 0.1; | ||
explosionShielding | explosionShielding = 0.5; | ||
minimalHit | minimalHit = 0.01; | ||
} | } | ||
class HitHead: HitNeck | class HitHead : HitNeck | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "head"; | ||
passThrough | passThrough = 0.1; | ||
radius | radius = 0.2; | ||
explosionShielding | explosionShielding = 0.5; | ||
minimalHit | minimalHit = 0.01; | ||
depends | depends = "HitFace max HitNeck"; // returns the greater of HitFace and HitNeck. | ||
// for depends to work, HitHead must be inheriting from HitFace and HitNeck. | |||
// "max" is not the only operator you can use. + and * are confirmed working. | |||
// Other operators from the https://community.bistudio.com/wiki/Simple_Expression list may be usable as well. | |||
}; | }; | ||
class HitPelvis | class HitPelvis | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "pelvis"; | ||
passThrough | passThrough = 0.1; | ||
radius | radius = 0.2; | ||
explosionShielding | explosionShielding = 1; | ||
visual | visual = "injury_body"; | ||
minimalHit | minimalHit = 0.01; | ||
}; | }; | ||
class HitAbdomen: HitPelvis | class HitAbdomen : HitPelvis | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "spine1"; | ||
passThrough | passThrough = 0.1; | ||
radius | radius = 0.15; | ||
explosionShielding | explosionShielding = 1; | ||
visual | visual = "injury_body"; | ||
minimalHit | minimalHit = 0.01; | ||
}; | }; | ||
class HitDiaphragm: HitAbdomen | class HitDiaphragm : HitAbdomen | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "spine2"; | ||
passThrough | passThrough = 0.1; | ||
radius | radius = 0.15; | ||
explosionShielding | explosionShielding = 6; | ||
visual | visual = "injury_body"; | ||
minimalHit | minimalHit = 0.01; | ||
} | } | ||
class HitChest: HitDiaphragm | class HitChest : HitDiaphragm | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "spine3"; | ||
passThrough | passThrough = 0.1; | ||
radius | radius = 0.15; | ||
explosionShielding | explosionShielding = 6; | ||
visual | visual = "injury_body"; | ||
minimalHit | minimalHit = 0.01; | ||
}; | }; | ||
class HitBody: HitChest | class HitBody : HitChest | ||
{ | { | ||
armor | armor = 1000; // not supposed to take damage directly | ||
material | material = -1; | ||
name | name = "body"; | ||
passThrough | passThrough = 0.1; | ||
radius | radius = 0.16; | ||
explosionShielding | explosionShielding = 6; | ||
visual | visual = "injury_body"; | ||
minimalHit | minimalHit = 0.01; | ||
depends | depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; // depends work only for hit points defined in inheritance chain | ||
// arbitrary example for different operator usage: = "(2* (HitPelvis + HitAbdomen) * HitDiaphragm) max HitChest"; | |||
}; | }; | ||
class HitArms | class HitArms | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "arms"; | ||
passThrough | passThrough = 1; | ||
radius | radius = 0.1; | ||
explosionShielding | explosionShielding = 1; | ||
visual | visual = "injury_hands"; | ||
minimalHit | minimalHit = 0.01; | ||
}; | }; | ||
class HitHands: HitArms | class HitHands : HitArms | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "hands"; | ||
passThrough | passThrough = 1; | ||
radius | radius = 0.1; | ||
explosionShielding | explosionShielding = 1; | ||
visual | visual = "injury_hands"; | ||
minimalHit | minimalHit = 0.01; | ||
depends | depends = "HitArms"; | ||
}; | }; | ||
class HitLegs | class HitLegs | ||
{ | { | ||
armor | armor = 1; | ||
material | material = -1; | ||
name | name = "legs"; | ||
passThrough | passThrough = 1; | ||
radius | radius = 0.12; | ||
explosionShielding | explosionShielding = 1; | ||
visual | visual = "injury_legs"; | ||
minimalHit | minimalHit = 0.01; | ||
}; | }; | ||
}; | }; | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
=== Armored vest === | |||
The following vest config will provide protection for the neck, arms, chest, diaphragm abdomen and body. | The following vest config will provide protection for the neck, arms, chest, diaphragm abdomen and body. | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
// Carrier Special Rig (Green) | |||
class V_PlateCarrierSpec_rgr : Vest_NoCamo_Base | |||
{ | |||
/* other properties */ | |||
class ItemInfo : ItemInfo | |||
{ | { | ||
/* other properties */ | /* other properties */ | ||
class | class HitpointsProtectionInfo | ||
{ | { | ||
/ | class Neck | ||
class | { | ||
hitpointName = "HitNeck"; // reference to the hit point class defined in the man base class | |||
armor = 8; // addition to armor of referenced hitpoint | |||
passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint | |||
}; | |||
class Arms | |||
{ | |||
hitpointName = "HitArms"; | |||
armor = 8; | |||
passThrough = 0.5; | |||
}; | |||
class Chest | |||
{ | |||
hitpointName = "HitChest"; | |||
armor = 24; | |||
passThrough = 0.1; | |||
}; | |||
class Diaphragm | |||
{ | |||
hitpointName = "HitDiaphragm"; | |||
armor = 24; | |||
passThrough = 0.1; | |||
}; | |||
class Abdomen | |||
{ | { | ||
hitpointName = "HitAbdomen"; | |||
armor = 24; | |||
passThrough = 0.1; | |||
}; | |||
class Body | |||
{ | |||
hitpointName = "HitBody"; | |||
passThrough = 0.1; | |||
}; | }; | ||
}; | }; | ||
}; | }; | ||
}; | |||
</syntaxhighlight> | </syntaxhighlight> | ||
=== Headgear === | |||
This headgear increases the protection of the Head only, for example it doesn't provide additional protection for the face, so the value from the base class (above) will be used as they are defined. | |||
This headgear increases the protection of the Head only, for example it doesn't provide additional protection for the face, | |||
so the value from the base class (above) will be used as they are defined. | |||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class H_HelmetB : ItemCore | |||
{ | |||
/* other properties */ | |||
class ItemInfo : HeadgearItem | |||
{ | { | ||
/* other properties */ | /* other properties */ | ||
class | class HitpointsProtectionInfo | ||
{ | { | ||
class Head | |||
class | |||
{ | { | ||
hitpointName = "HitHead"; // reference to the hit point class defined in the man base class | |||
armor = 6; // addition to armor of referenced hitpoint | |||
passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint | |||
}; | }; | ||
}; | }; | ||
}; | }; | ||
}; | |||
</syntaxhighlight> | </syntaxhighlight> | ||
{{GameCategory|arma3|Tutorials}} | |||
{{GameCategory|arma3|Editing}} |
Latest revision as of 10:57, 6 December 2023
This new system allows the definition of the protection level of various hit-points (head, face, neck) in a given piece of equipment (I.e. Headgear, vest).
Each equipment item which should have a certain level of protection should have the necessary hit point configured (see examples below).
For the story, the old system was able to cover only one hit-point, as shown hereafter:
Implementation
As described hereafter, various properties (hitpoint) need to be defined in the config to fully benefit from the soldier protection.
Unit base class
The following code is an example of a custom man base class containing every config parameters relevant to the soldier protection. Its values represents the state of the soldier protection without any equipment, each piece of gear can increase the protection level of one of these hit points, provided it is configured. This class is just here to help you understanding the relation between the configuration of a gear item and the base class.
Note: Good practice is not to edit or update the base class but create a new class which inherits from the vanilla class.
class CfgVehicles
{
class Man;
class CAManBase : Man
{
class HitPoints
{
class HitHead;
class HitBody;
class HitHands;
class HitLegs;
};
};
class TM4_CAManBase : CAManBase
{
armor = 2; // total hit points (meaning global "health") of the object.
// keep constant among various soldiers so that the hit points armor coefficients remains on the same scale
armorStructural = 0.4; // divides all damage taken to total hit point, either directly or through hit point passThrough coefficient.
// must be adjusted for each model to achieve consistent total damage results
explosionShielding = 0.04; // for consistent explosive damage after adjusting = ( armorStructural / 10 )
minTotalDamageThreshold = 0.001; // minimalHit for total damage
impactDamageMultiplier = 0.5; // multiplier for falling damage
class HitPoints
{
class HitFace
{
armor = 1; // "Healthpoints" of this hitpoint is armor value (of hitpoint) * armor value (coefficient of the total armor defined below for the whole object)
material = -1; // damage material (-1 means "unused")
name = "face_hub"; // selection name from hit points LOD in object
passThrough = 0.1; // coefficient defining how much damage will pass into total damage when this hit point is damaged
radius = 0.08; // size of the hit point sphere, this is how it works: https://community.bistudio.com/wiki/Arma_3_Damage_Description
explosionShielding = 0.1; // multiplier of explosive damage (parameter: explosive > 0 in ammunition type)
minimalHit = 0.01; // minimal damage value that can be applied (based on armor value), damage below this threshold is ignored
// example: total hit point armor = 2 and hitpoint class armor = 10 and minimalHit = 0.04
// -> all damage below a hit value of 2*10*0.04 = 0.8 is ignored
}
class HitNeck : HitFace
{
armor = 1;
material = -1;
name = "neck";
passThrough = 0.1;
radius = 0.1;
explosionShielding = 0.5;
minimalHit = 0.01;
}
class HitHead : HitNeck
{
armor = 1;
material = -1;
name = "head";
passThrough = 0.1;
radius = 0.2;
explosionShielding = 0.5;
minimalHit = 0.01;
depends = "HitFace max HitNeck"; // returns the greater of HitFace and HitNeck.
// for depends to work, HitHead must be inheriting from HitFace and HitNeck.
// "max" is not the only operator you can use. + and * are confirmed working.
// Other operators from the https://community.bistudio.com/wiki/Simple_Expression list may be usable as well.
};
class HitPelvis
{
armor = 1;
material = -1;
name = "pelvis";
passThrough = 0.1;
radius = 0.2;
explosionShielding = 1;
visual = "injury_body";
minimalHit = 0.01;
};
class HitAbdomen : HitPelvis
{
armor = 1;
material = -1;
name = "spine1";
passThrough = 0.1;
radius = 0.15;
explosionShielding = 1;
visual = "injury_body";
minimalHit = 0.01;
};
class HitDiaphragm : HitAbdomen
{
armor = 1;
material = -1;
name = "spine2";
passThrough = 0.1;
radius = 0.15;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
}
class HitChest : HitDiaphragm
{
armor = 1;
material = -1;
name = "spine3";
passThrough = 0.1;
radius = 0.15;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
};
class HitBody : HitChest
{
armor = 1000; // not supposed to take damage directly
material = -1;
name = "body";
passThrough = 0.1;
radius = 0.16;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; // depends work only for hit points defined in inheritance chain
// arbitrary example for different operator usage: = "(2* (HitPelvis + HitAbdomen) * HitDiaphragm) max HitChest";
};
class HitArms
{
armor = 1;
material = -1;
name = "arms";
passThrough = 1;
radius = 0.1;
explosionShielding = 1;
visual = "injury_hands";
minimalHit = 0.01;
};
class HitHands : HitArms
{
armor = 1;
material = -1;
name = "hands";
passThrough = 1;
radius = 0.1;
explosionShielding = 1;
visual = "injury_hands";
minimalHit = 0.01;
depends = "HitArms";
};
class HitLegs
{
armor = 1;
material = -1;
name = "legs";
passThrough = 1;
radius = 0.12;
explosionShielding = 1;
visual = "injury_legs";
minimalHit = 0.01;
};
};
};
};
Armored vest
The following vest config will provide protection for the neck, arms, chest, diaphragm abdomen and body.
// Carrier Special Rig (Green)
class V_PlateCarrierSpec_rgr : Vest_NoCamo_Base
{
/* other properties */
class ItemInfo : ItemInfo
{
/* other properties */
class HitpointsProtectionInfo
{
class Neck
{
hitpointName = "HitNeck"; // reference to the hit point class defined in the man base class
armor = 8; // addition to armor of referenced hitpoint
passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint
};
class Arms
{
hitpointName = "HitArms";
armor = 8;
passThrough = 0.5;
};
class Chest
{
hitpointName = "HitChest";
armor = 24;
passThrough = 0.1;
};
class Diaphragm
{
hitpointName = "HitDiaphragm";
armor = 24;
passThrough = 0.1;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 24;
passThrough = 0.1;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.1;
};
};
};
};
Headgear
This headgear increases the protection of the Head only, for example it doesn't provide additional protection for the face, so the value from the base class (above) will be used as they are defined.
class H_HelmetB : ItemCore
{
/* other properties */
class ItemInfo : HeadgearItem
{
/* other properties */
class HitpointsProtectionInfo
{
class Head
{
hitpointName = "HitHead"; // reference to the hit point class defined in the man base class
armor = 6; // addition to armor of referenced hitpoint
passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint
};
};
};
};