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Author Topic: Armored Critical Hit, Better Manage of Armored Dammage  (Read 1125 times)

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Exaercase

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Hello,

  I ask me if it's possible to tackle the armored dammage in an other way than the BIS way.

  For example : In function of the lacation of the hit and the type of ammo have 3 type of effect : Bouncing on Armor like in reality, Stop by the Armor or Pass the Armor and then for this last one : do critical.

  For example : Wheel break (i don't know in english the correct word for a MBT), Kill or Do sever wound (and the effect is this crew menber is not abel to continue is work) to one or many menber of a crew, Motor Break, Turet not abel to rotate, Gun are broke (this is the most one do for the momment), and the only one thaht do the tank explosed is the ammunition explosion.

  Moreover the best is to change the MBT model in fonction of the type of Hit : Wheel Break, Smoke that come for the Motor place for hit on it etc ... and not and terrible explosion for all the case that unable the MBT.

  I know that dommage are already localised but i don t know how to have the info in scripting and is i haver the info i m able to script the critical hit or the bouncing in funtion of the armor inclination etc ...

  I post this topic 'cause in the real wolrd most of the shell don't do doammag they bounce on armor or don't penetrated the amrmor and certanly don't do cumulative dommage on armor to finish with many shell to exploded the MBT in fact is most of time the crew that kill or the wheel in one side that immobilized.

  Another question is it take in count that fact : An SABOT shell have a penetration capacity that decrease with distance and for HEAT is not the case.

  Thx in advance for your response and all my apologize for my very bad english

bdfy1

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #1 on: 30 Apr 2005, 12:38:09 »
Exaercase
Interesting idea... Unfortunately,  ther's no EventHandler for vehicles like "dammaged" for people ... So I don't know how to know what part is hit
I know, Liberation 41-45 project had tanks with  tracks that can be damaged. They just replace the model when truck is hit. AFAIK ther refuse this idea later and you won't find it in their future release.
On the other hand, they promise to use some scripting to make armour more realistic , i.e damage will no longer be accumulated - you won't be able pierce heavy tank front armor with 45mm guns or so ; you won't be able to destroy T80 with Shilka etc ( if you played Sudden Strike 2you knoe what I mean ) But I don't know how theu did this and those scripts won't  be available before Lib's release.

PS
Quote
the only one thaht do the tank explosed is the ammunition explosion.
Do you want to see T34 with its front armor list pulled out due to fueltanks explosion ?  And it wasn't unique event ;)

DBR_ONIX

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #2 on: 30 Apr 2005, 17:39:14 »
How about checking the tanks dammage every second, if it's smaller than the last one, it's been damaged, if it's increased, it's been repaired
- Ben

bdfy1

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #3 on: 01 May 2005, 08:46:27 »
DBR_ONIX
And what will it be ? Almost infinite armor ? You won't be able to harm the tank - only destroy it fully. I don't think that is what we looking for...
The problem is to know what part of vehicle is harmed - you see game engine can detect it ( look at the picture in  right upper corner when riding a tank ) , but we do not know how to get this info

Offline Fragorl

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #4 on: 01 May 2005, 11:12:04 »
bdfy:

You would need a larger amont of armour to stop damage accumulating as in the normal way (as ofp does). Then you could use an eventhandler (which there are for vehicles) to apply your own dammage. But how will you apply realistic dammage? Setdammage won't do it, that is no different to accumulating dammage in the first place.

You would have to create (in your addon) your own ordinance specially designed to dammage this tank. It would be more high powered than normal rpg's, rockets etc, but with a small blast radius (this ordinance does the 'damage' to the tank, but not to surrounding units'). You could chose where abouts to apply the dammage in terms of the tank; front, back, tracks, turret etc., and in this way get realistic dammage BUT with the probability of getting no damage at all

BUT, in multiplayer, you will not be able to register as 'killing' this tank, since the rpg that a soldier fires does not actually kill the tank, the scripts do.

Anyhow, this is just an idea.

bdfy1

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #5 on: 01 May 2005, 14:04:52 »
Hm. I remember I saw realLAW script here - I found the idea there...
"Hit" EventHandler and some operations with getdir command will let me know where tank was hit : front, back, side. And there will be no restrictions - it will work  ever with all weapons. But I won't know what part exactly harmed turret's side or less armoured tank side or track :(
I'm sure ter're should be a way to know this ...

bdfy1

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #6 on: 01 May 2005, 15:08:48 »
Quote
you will not be able to register as 'killing' this tank
I have an idea how to prevent this ;)

I did a little research... Check the attachment. Looks like OFP tank damage system is not so advanced as it looks like... There's no difference in the amount of damage when you hit front or back , side or turret ... only distance and ammo type play its role
« Last Edit: 01 May 2005, 16:39:05 by bdfy1 »

bdfy1

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #7 on: 01 May 2005, 21:13:59 »
There are two examples in the attachment .
The first one is slightly modified realLAW script so you will have destroyed tank added to your rating.
The second is my script( realarmou.Intro).  It works with all weapons ( you are not to add check for all kinds of antitank ammo ) , but I can't find a way to add destroyed tank to player rating :(
Try it out.

Offline Fragorl

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #8 on: 04 May 2005, 01:04:46 »
Yes, that is true, the dammage inflicted at all angles is the same, but simple dammage isn't all that happens! Tanks can be immobilised when their tracks are dammaged, their turret can be disabled, and of course that little picture in the top left of the hud shows that the tank can register rear dammage as well as dammage to the main chassis. Just what operation flahpoint does with these values, I can only guess at, but it does something....

As for the real law script, I don't think it is as realistic as it could be; it doesn't stop dammage accumulation, but it gives certain types of ammo a higher probability of killing the tank by giving the occaisional 'instant kill'.

I think that the process is needs work in a couple of places:

1- you have to have checks for all possibile ammos that could dammage a tank, this is bad if the user has a custom law soldier, etc etc etc.

2- That you have 4 different scripts that have practically identical bodies, apart from the line
_Shell = NearestObject[ _tank, "CarlGustav"]
in which only the ammo name is different. They could all be compressed into one, easily. I realise that if OFP was more editor friendly, you could pull up values for dammage and type (AT/non-AT) for any kind of ammo, and make your decisions based on that, but unfortunately there's no "ammo.dammage" or anything like that.

The reason I suggested the combination of (custom tank/high armour/custom ordinance) is that:

1- Armour is high so that nothing can instantly kill it (e.g. lgbs, mavericks). This gives you time to reduce the dammage if you decide that the projectile which just got fired at your tank is going to bounce off it or something. No good repairing the tank once it's dead, as the crew will be killed.

2- I used custom ordinance so that if you decide, for example, a rogue LAW has hit the tank at just the right place to do a critical hit, you are able to dammage the tank (don't forget it has a high armour value), AND (this is the important bit)  take advantage of BIS's existing dammage system. This especially is where my method differs from yours. With your armour system, 4 laws will always kill a tank, but sometimes 1 will get lucky and kill it straight out. Under my system, 10 rpgs could be fired at the tank's front armour and not scratch it, but one fired at it's tracks will disable it, every time.
« Last Edit: 04 May 2005, 01:05:50 by Fragorl »

bdfy1

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #9 on: 08 May 2005, 13:19:25 »
Fragorl
Did you check  _my_ script (realarmour.Intro) ? it works with all kind of ammo.
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1- you have to have checks for all possibile ammos that could dammage a tank...
Is this possible at all? There are thousands ao OFP addons , most of them uses their own ammo... Or there is some common type of ammo ? Or some way to distinguish shell etc  from other objects ? "Speed" can mark shell or bullet , but how to distinguish them ? i don't want to see beretta bullet destroying the tank :)
Quote
With your armour system, 4 laws will always kill a tank, but sometimes 1 will get lucky and kill it straight out. Under my system, 10 rpgs could be fired at the tank's front armour and not scratch it, but one fired at it's tracks will disable it, every time.
it's easy to modify realLAW script to prevent or minimize damege from front hits ;) Just delete shell whe it's near and make a boom nearby ...

PS : I don't  want to make custom addon or mod - I want script that works everywhere with standart config , units etc .

Offline h-

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #10 on: 09 May 2005, 16:29:28 »
I think the upcoming Liberation Mod will have some sort of armour damage system...
http://ofp.gamezone.cz/index.php?showthis=8298
At least it seems to be possible...

And why you talk about dammage? ::)
It has been fixed to damage ages and ages ago... :P
So no set/getDammage, but set/getDamage... ;)
(dammaged EH is still misspelled though...)
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Offline Fragorl

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Re:Armored Critical Hit, Better Manage of Armored Dammage
« Reply #11 on: 12 May 2005, 06:24:20 »
@ HateR_kint

Before you say anything else, I know it's spelt 'damage' ;D Shows what sheer force of habit does...

@ bdfy

Yes, I checked your mission. The way you prevent dammage works fine, but you have to make sure that the tank is still alive before you heal it! Certain weapons, for example SMC_towlauncher, and (afaik) mavericks can kill a tank outright in one shot from any angle. You have to take this into account.

Quote:
1- you have to have checks for all possibile ammos that could dammage a tank...
Is this possible at all? There are thousands ao OFP addons , most of them uses their own ammo...  
I was listing this as something that needed fixing, not as a suggestion! lol. In the other demo mission, reallaw, they attempt to do this ^^.

it's easy to modify realLAW script to prevent or minimize damege from front hits ;) Just delete shell whe it's near and make a boom nearby ...
Actually, I think it's quite difficult to do that. It's easy to detect the tank has been hit, but there's no 'Ammo within 1/2 a metre' eventhandler, so you'd need a (fast) looping nearestobject call for every tank you want to apply the realistic damage to. = much lag.

I think that maybe you can work with the hit eventhandler as you were doing, calculating angles for good/bad hits, and repairing the tank when necessary. Just watch out for the instant kill ammo types.