The way of arma handling damage is possible the most sophisticated in any engine out there; you get all sorts of calculation for ballistic protection vs bullet caliber, hit velocity, angles etc. But most of the time (especially with level 4-5 armor) you have to be really precise to get headshots. You need to hit 'in the face' and that is doable but what happens when you miss? This is the problem. If your shot falls close to neck area, that is a seperate body part which have 0 affect for what you want: headshot. And it is worse with lower calibers.
Similar situation with chest and upper body. There are 3 body parts in arma damage system for upper-body: abdomen, diaphragm and chest.
While game evaluates total damage, not all of this is added to overall health. This results as what you mostly experience: guy gets shot again and again, he moves his arms, twitches and nothing happens. He keeps running.
My buddy @sergentKappa was thinking about creating a mod that altering ammo hitpoint values, I was trying to help him with config classes and thinking something alternative..which led me creating this mod. Because when you modify bullet hit values, you lost most of the logical ballistic originality of game. Yes it would work, there are many config altering mods out there as well but they just do more than they should and break the game. It is just not fun to shoot a guy from pixel (or pinky) of left foot and get a kill for that. It breaks everything.
This mod uses arma's own damage model and improves it by binding damage of certain areas of body together:
*Neck and face damages are added up and passes to 'head' damage.
*Upper chest, diaphragm and abdomen area now affects overall health of body (which they should, it is the place of all vital organs)
*Pelvis (or lower gut or balls) damage passes to legs. It's not ideal when you got wounded around pelvis and still be able to run like gazelle.
These values are passed on with a "multiplier" inside code and it is available under CBA addon options for you to decide a ratio for your liking, default is 1.5.
*As another option, you can change the effect of how upper body damage dealt with. It is multiplied to 'body' health as default which means death when reaches to 1 and this is default behavior of mod.
The option is to pass damage to 'hands' which will not kill you no matter how high it is, it is not fatal but it will cause extreme weapon swing.
These are all global settings; meaning they apply to everyone on server and you have to be logged as admin in a server to change them.
Last one is development debugger setting which will hint you what multiplier applied, what was the damage and where etc. Local option. Should be used only for testing.
To install A3_HCdamage you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page
for more information about using custom mods and addons in Arma 3.
Variables and their defaults for those not prever to use CBA:
goko_damage_multiplier = profileNamespace getVariable ["goko_damage_multiplier", 1.5];
goko_damage_fatalHeadWounds = profileNamespace getVariable ["goko_damage_fatalHeadWounds", true];
goko_damage_fatalChestWounds = profileNamespace getVariable ["goko_damage_fatalChestWounds", 0];
goko_damage_affects_hands = profileNamespace getVariable ["goko_damage_affects_hands", true];
goko_damage_disableLegs = profileNamespace getVariable ["goko_damage_disableLegs", true];
goko_dev_debugger = profileNamespace getVariable ["goko_dev_debugger", false];
added dynamic multiplier: ratio will be dropped according to weapon properties
removed error spam
various bug fixes
- IFA3 AIO Lite
- BI forums