Author: murcielago
Author Website:

Requirements: N/A

Version: 20130127

Short description: Multi-player and single player code that fix Arma 2 damage issues.

Date: 2013-01-28 06:51


Comments: (1)
Rating:



 

Real Damage Bullet Proof Edition

by
[MIC] Murcielago


Description:
Real Damage is a tiny code that fix some infantry damage issues in Arma 2. Like I said Real Damage is a tiny code not a mod so you can add it to your missions and players will not need any extra files to play your missions.

Real Damage does basically two things:
    1. Fix the damage for infantry units.
    2. Adds a dynamic and realistic bleed out system.


Fix the damage for infantry units:
Real Damage fix some issues in Arma 2 making it more realistic. This increase the game experience because with Real Damage you will be afraid of being injured, like in real life, because with Real Damage being injured has realistic consequences!

The Real Damage systems makes differences between minor, critical and fatal wounds and in addition it will modify your ability to shoot.
  • MINOR WOUNDS: Will slightly increase the unit damage and the bleed out process and it will have a small impact in your ability to shoot.
  • CRITICAL WOUNDS: Will considerable increase the unit damage and bleed out process and it will have a bigger impact in your ability to shoot.
  • FATAL WOUNDS: Will kill you straightaway. Head shot or a chest shot with a medium weapon can produce a fatal wound.
  • KINETIC DEATH: This is a new feature included in the Real Damage Bullet Proof Vest version. Kinetic death or death due to energy transfer will happen when projectiles have enough energy to crush the soldier chest bones creating internal bleeding and lung failure. Close range shots from rifles and sniper rifles can create this kind of slow death. Player will die slowly in a matter of 10 seconds listening a choking sound.

In addition every time you receive a shot the screen will flash to simulate pain and your character will change direction to simulate the bullet impact.

The system has been tweaked to:
  • avoid the death of a soldier by being shot twice on the foot.
  • avoid the death of a soldier by being shot on the foot with a sniper rifle.
  • increase the power of handguns:
    • Silenced pistols: You will need 2/3 shots on the chest to kill a soldier (Default is 4 shots)
    • Pistols: You will need 2 shots on the chest to kill a soldier (Default is 4 hots)
    • Revolvers: You will need 2 shots on the chest to kill a soldier (Default is 3hots)
  • reduce the effective range of shotguns to around 50m (Default value is around 100m)
  • make a difference between different body parts: head (Wounds: Fatal), torso (Wounds: Minor, critical and fatal) and legs (Wounds: Minor, normal and critical)


Adds a dynamic and realistic bleed out system to handle:
  • The time left for the wounded unit (The higher the damage the less time)
  • The ability to shoot for the wounded unit. The higher the damage the higher the unit's recoil coefficient)
  • The bleed out rate. If the wounded unit moves his bleed out rate will be three times bigger than normal. If the wounded unit uses a vehicle it will not increase its bleed out rate.
  • Visual warning. Depending of the damage and/or remaining time the code will send visual messages to let the player knows how bad his situation is. Quick flashes will indicates that the player situation is not that bad. The very long flashes will tell to the player that the time is running out and/or that the players injury is very bad.

  • With one normal wound (Quick flash) you will have around 7-5min to fix it if not... you will die!


    Bullet Proof Vest version:
    This version simulates that units are wearing a class III bullet proof vest (Not suitable for armor-piercing projectiles):
    1. Hand guns, submachine guns and shotguns do not kill you, at any distance.
    2. Standard assault rifles ammunition do not kill you at any distance.
    3. Rifles and sniper rifles will kill you due to energy at close range. Long range hits may be will not kill you.
    4. Anti-materiel weapons (m107 and AS50) will kill you at any distance by penetration and energy transfer.


    Usage:
    The code is very easy to use. The same code will work in single and multiplayer modes and with players and AI (From editor or created via script!)

    To use it in your missions you will need:
    1. Pick the Real Damage mission example folder you want:
      . Normal: \Missions - EDITOR\RealDamage.Chernarus
      . Bullet Proof Version: \Missions - EDITOR\RealDamageBPV.Chernarus
    2. Modify the game logic init code: Null = [This,2000,"Man"] ExecVM "RealDamage.sqf";
      • 2000 is the area radius where all the units will receive the Real Damage code automatically. The game logic object will be de centre.
      • "Man" is the unit types that will receive the Real Damage code. The standard values are:
        • "SoldierWB" -> BLUFOR
        • "SoldierEB" -> OPFOR
        • "SoldierGB" -> Guerrila
        • "Civilian" -> Civilian
        • "Man" -> All
    3. Start creating your mission.

    If you have your mission already done just take the game logic object and the scripts and add them to your mission.

    Be aware that the bullet proof version has a sound so remember that the external sound needs the "description.ext" file to be used/edited.


    Test missions:
    The Real Damage test missions (PBO files) are multiplayer missions that you can use to study/edit/learn about the Arma 2 damage system. You can find them inside "\Missions - TEST MULTIPLAYER" folder.

    The soldier on the left uses the Real Damage code. The one on the middle is a dummy version (Shooting to it will allow you to know the projectile name of your weapon. This name will be copied so you can paste it as a text) The soldier on the right is the standard Arma 2 soldier.


    Media:



    Changelog:
    v20130127:
  • Included Bullet Proof Vest version.
  • Improved code.
  • Included direction change every time that unit is hit to simulate bullet impact.
  • Code made easier to be used.

  • v20130113
  • Fixed an issue with vehicles.
  • Number of variables have been reduced so it should run even better than before


  • Forum topic:
    - BI forums




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    Tags: Mgllgm,   Real Damage