Even if BIS doesn't implement this, I hope they could expose it to modification by the community.
Even if BIS doesn't implement this, I hope they could expose it to modification by the community.
Would be great but I don't want to think of the CPU hit![]()
Last edited by EDcase; Jun 16 2011 at 17:01.
There is hardly anything more realistic or important than a decent component-driven damage engine
---------- Post added at 06:06 PM ---------- Previous post was at 06:05 PM ----------
Not much of a CPU hit IMO, the major problem will be obviously implementation of the new system. All calculations are done once per round, then it's a matter of implementing the result.
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It already has been thanks to the handleDamage event handler. ACE has used this to create a more realistic damage system that does away with hitpoints.Originally Posted by Big Dawg KS
Last edited by Big Dawg KS; Jun 16 2011 at 17:34.
definitely what should be implemented! ww2OL has changed so much since I played it--- looks really good.
fill your boots with soupSpoiler:
Why should there be a CPU hit? The system is entirely passive until a tank takes a hit. After that, the calculations could get a low priority, meaning that on a struggling machine, the crew bursts into flames a second or so after impact. That's not necessarily unrealistic. This is what happens to me in the ACE armor system, which was just tacked on with scripting. A BIS system could be optimized from the get-go.
Would love this! Just seeing that big hunka tank all compartmentalized into real penetrable regions .........
Aww shucks, I need a smoke![]()
~The bearly literate pugilist~
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Would be awesome! Anti material sniper rifles would all of a sudden fullfill their design prophecy. If this was also applied for organ mapping or at least troop body armor as well my head would explode from awesome.