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Found 2 results

  1. Hello all, recently saw a video on YouTube, where the author of the channel has installed an addon on Blastcore. Here is the video - https://www.youtube.com/watch?v=yzou_f_ymZk&t=215s . In the description is a link to download, but this site "armaholic" which has closed, and now I ask for help, where can I find this addon, the entire net plowed - niche not found, please help!
  2. While fixing and upgrading my Mig-21MF addon I decided to experiment with damage system, based on two, provided below, links: https://forums.bistudio.com/topic/92016-arma-2-track-and-tire-dammages/ https://resources.bisimulations.com/wiki/Damage_Modeling:_Objects#General_properties I found that using "hitPoints" BIS system you may get visual effects on aircraft, quite similar to the one used in IL-2 Sturmovik. How it'd work, in general? An aircraft gets AAA or small arms fire while flying. The game engine calculates whether weapon that was used against it is strong enough to destroy specific part of the aircraft that had being hit. Let's assume that it is. The part of the aircraft hides and then "damaged" version of the part unhides, in the same way like it happens in case of destroyed wheels. The only difference is that the unhidden part has different texture applied with visible bullet holes (alpha channel). Obviously, it might be destroyed further as well, even the animation of hide/unhide can be applied for smaller parts of damage value. For instance, when you shot at car window, the first level of damage would be a several bullet holes visible (only damage texture applied to mesh), the second level would be a many bullet holes (a new damage texture), the third - the window is broken (so mesh changes as well), the fourth - window dissapeared or detached from the vehicle (it need however additional input to the model.cfg and config.cpp to create vehicle-like "window"). The whole system can be used for a soldier model (leg amputation, fragmentation of skull) and any vehicle class entity as well. It depends mainly on desired outcome and how large the model is, in terms of poly-count, since you have to copy and paste some parts of the mesh to the same model. Sometimes even you have to copy the part again and revers its faces as well as add some additional elements to get immersion of a depth of the bullet holes (like on elevator picture below, where two wing frames/ribs have been added to the "damaged" part mesh). This system has a big advantage over any custom script-based one though - the damage can be repaired by both vanila and ACE repair vehicles (tested), with no script behind eating your additional CPU cycles. NightIntruder
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