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Medical Damage - Add alternate armor penetration

Open LinkIsGrim opened this issue 2 years ago • 15 comments

When merged this pull request will:

  • Add alternate damage calculation that takes ammo's penetrative ability into account (aka "caliber"). Includes CBA setting to disable if players prefer previous balance or have custom ammo configs. The idea is that AP ammo should actually make a difference against armored infantry, rather than just cover and vehicles.
  • Pass ammo classname to wound handler data (validation for return data remains the same).

Requires #10573.

Armor is converted to RHAe ( pulled from \a3\Data_F\penetration\*.bisurf) based on its scaled value and ignored based on projectile's ability to penetrate material.

Balanced around ACE ammo values. We don't have to worry about 3rd party armor values because of #9216 and an armor soft-cap (at RHAe 110m) implemented in this PR. Overpenetration and angle of incidence are taken into account naturally by using impact damage to calculate impact speed, I actually trust the engine's handling of this more than whatever math we cook up.

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LinkIsGrim avatar Jun 14 '23 06:06 LinkIsGrim

I've realized a way to improve performance on this would be to move it to medical_damage instead, but I don't want to separate damage handling from engine (or add more things to the woundReceived event)

LinkIsGrim avatar Jun 15 '23 12:06 LinkIsGrim

I'm happy with this for now. Ready for review.

LinkIsGrim avatar Jun 16 '23 00:06 LinkIsGrim

Hi @LinkIsGrim, I'm really looking forward to this modify to ACE medical, but it is still not adopted. So could you please make a separate addon that contain this modify, then released on workshop?

acknowledge14 avatar Apr 03 '24 07:04 acknowledge14

Feel free to build and publish it yourself

LinkIsGrim avatar Apr 03 '24 09:04 LinkIsGrim