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explosionShielding
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Description

Damage from the explosion increased because of the multiplication.

explosionShielding > 1 make the location more sensitive.
https://community.bistudio.com/wiki/Config_Properties_Megalist#explosionShielding

cfgVehicles:
class HitChest : HitDiaphragm {

		armor = 1;
		material = -1;
		name = "spine3";
		passThrough = 0.1;
		radius = 0.15;
		explosionShielding = 6; // ×6 is ERROR
		visual = "injury_body";
		minimalHit = 0.01;

}; {F27348}

Details

Legacy ID
3343023540
Severity
None
Resolution
Open
Reproducibility
Always
Category
Config
Steps To Reproduce

Weapon: mini_Grenade
Targets: Unarmored units

https://youtu.be/0uaS-VoZqGY

Distance = 2m = 50% Damage = 3.0
HitChest = Damage × explosionShielding
HitChest = 3.0 × 6 = 18.0

unit getHitPointsDamage 'HitChest' == 1;
alive unit == false;

Additional Information

Weapon: mini_Grenade

cfgAmmo:
IndirectHitRange = 4;
IndirectHit = 6;

Targets: Unarmored units

cfgVehicles:
class HitPoints {

		
		class HitDiaphragm : HitAbdomen {
			explosionShielding = 6;	// ERROR
		};
		
		class HitChest : HitDiaphragm {
			explosionShielding = 6;	// ERROR
		};
		
		class HitBody : HitChest {
			explosionShielding = 6;	// ERROR?
			depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; // (hit any 1) == (HitBody 1) == !Alive Unit
		};

};

I do not speak English. I tried to convey the issue.

Event Timeline

prefer edited Steps To Reproduce. (Show Details)Nov 5 2015, 9:19 PM
prefer edited Additional Information. (Show Details)
prefer set Category to Config.
prefer set Reproducibility to Always.
prefer set Severity to None.
prefer set Resolution to Open.
prefer set Legacy ID to 3343023540.May 8 2016, 1:03 PM

Wait this : HitChest = Damage × explosionShielding seems wrong to me, because it should be HitChest = Damage / explosionShielding

prefer added a subscriber: prefer.May 8 2016, 1:03 PM
prefer added a comment.Nov 6 2015, 4:20 AM

explosionShielding
float≥0
Modifies how global vehicle health is affected by 'splash' damage (indirectHit).
A factor applied to indirectHit damage. Values < 1 make a location resistant to indirectHit damage. Values > 1 make the location more sensitive.
From https://community.bistudio.com/wiki/Config_Properties_Megalist#explosionShielding
The game is tested, everything converges.

Reduced description.