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Car damage doesn't match hitpoints and then effective damage. Fire geometry?
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Description

Damage (or getdamage) function is immediate and often used in scripts, as it doesn't need to extract data of the hitpoints.

But this "global" status can be weird, especially on cars. It looks like some calibers are efficient on hitpoints and object aspect (tires burst, screen & hull impacted) but they are totally inefficient for damage ratio (0 to 1).
Everything depends on caliber fired and target, sure, but in a weird manner for one of the most current in-game actions: rifles/HMG against cars!

Details

Legacy ID
86491773
Severity
None
Resolution
Open
Reproducibility
Always
Category
Engine
Steps To Reproduce

Edit a light mission with some cars or others things and preview it.
Escape and go to debug console. write: 0= [] spawn {while {true} do {hintsilent format ["damage: %1", damage cursorTarget]; sleep 0.1 }}
Return to preview and open fire. Damage hinted in pop-up text is the damage value for the aimed target.
Note that cars can be almost destroyed and unusable, and return no global damage due to bullets (7.62 cal. for example).
Example: Fire with a .50 cal. (HMG). Destroy an offroad. You can see damage ratio dropping as you fire. Aim a hunter. Damage ratio stays at 0 until destruction.
Grenades are a little bit more taken into account by this function, and of course, heavier explosives or armament.

Additional Information

I've made this little video for cars, helos, tanks...
https://www.youtube.com/watch?v=kd6ui-dRCto

Event Timeline

PiepMGI edited Steps To Reproduce. (Show Details)Feb 13 2015, 8:59 PM
PiepMGI edited Additional Information. (Show Details)
PiepMGI set Category to Engine.
PiepMGI set Reproducibility to Always.
PiepMGI set Severity to None.
PiepMGI set Resolution to Open.
PiepMGI set Legacy ID to 86491773.May 7 2016, 8:16 PM
PiepMGI added a subscriber: PiepMGI.

In fact, as far as cars are concerned, all works as if fire geometry is insensitive to primary weapons/ HMG projectiles.

Firing at a whatever car (from hatchback to HEMTT) with common BlueFor guns will lead to damage = 0 until the car is destroyed (damage = 1). No progressiveness except for minimum 7.62 cal (Zaphir) on a hatchback. This case is slightly responsive for damage count.
The results for damage status (between 0 and 1) are something like this:

  • quads react (means !=0) for 6.5 cal (good news), but not hatchbacks! (shifting from 0 to 1 when exploding);

_ offroads keep damage at 0 with a 7.62. but are quickly destroyed. Hatchbacks take progressive damage (until about 0.2 then shift to 1) but seem to be more difficult to explode than offroads!

Take a .50 HMG and fire at Hunter or whatever military car IFRIT STRIDER HEMTT! There is no damage status else than 0 until you explode it.

Deep silence about this post.