Arma 3
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goko ballistic impact
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
3.883 MB
Jan 18, 2018 @ 2:36pm
Oct 13, 2018 @ 12:54pm
13 Change Notes ( view )

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goko ballistic impact

Description
A.K.A head traumas.

Damage mechanics implementation for arma 3: designed to simulate hmd & headgear destruction with headshots.

Website/Repo: https://github.com/the0utsider/ballistic-impact
Bohemia Interactive forums thread [forums.bohemia.net]

Requirements: None
Version: v1.15
Signed: Yes
Has to be loaded both on server and on client in order to work on MP

Features:
  • Visual effects for bullet hit on metal surfaces: 3 different profiles (low, normal, high) for "particles" under Video Settings.
  • Brand new mechanic for A3: headshots destroy head gear according to bullet caliber.
  • Brand new visual and audio effects.
  • Doesn't kill performance - almost zero impact
  • Randomized particle effects for authentic simulation
  • HMDs can be broken with a non fatal shot. This depends on used weapon type and damage value.
  • Helmets can be removed & destroyed with caliber equal to and/or higher than 7.62
  • Other factors such as helmet's armor level taken into account with weapon caliber for a better simulation
  • 5 different sound effect for HMD destruction played random each time
  • 12 different sound effect for headshots
  • Performance: demand of this add-on is minimal as It uses no loops and nothing is added to Arma scheduler

Options:
  • CBA is not mandatory but you can have addon options menu if you have CBA loaded
  • Variables and their defaults for editing without cba:
    profileNamespace getVariable "gokobi_var_AllowedCaliber";
    profileNamespace getVariable "gokobi_var_onoffswitch";

Description:
Headshots on unit cause removal of protective glass, head mounted display and/or helmet of unit depending on damage and armor level, spawns particle effects accordingly.
Factors such as Item present or not, helmet's armor level, weapon caliber and 'chance' taken into account in order to simulate custom particle FX.

Included Files:
gokmen.bikey
goko_BI.pbo
goko_BI.pbo.gokmen.bisign

Thanks: Hamza 'ElKappucino' for helping with artwork and testing
I RexCityRx I for testing and ideas
654wak654 for support.
Bohemia Interactive for creating Arma.

License: Covered under APL-SA[www.bohemia.net]
Feel free to use and modify this code, on the proviso that you post back changes and improvements so that everyone can benefit from them, and acknowledge the original author in any derivative works.
Reuploading this is not allowed

Popular Discussions View All (1)
4
Apr 8, 2020 @ 8:13am
Bug report
audioslave
187 Comments
Redarmy Apr 3 @ 4:44am 
Just to make aware. this mod will effect any event handler on position HEAD. It will overide them.
Ava Nov 10, 2023 @ 8:08am 
goko_4orta
Redarmy Oct 7, 2023 @ 6:54am 
kiba3x try this EH on a unit

player addEventHandler ["HitPart",
{
(_this select 0) params ["_unit", "_shooter", "_bullet", "_pos", "_vel", "_hitLoc"];
if ((vest _unit) != "") then
{
{
if (_x == "pelvis" || _x == "body" || _x == "arms" && 20 > random 100) then
{
removeVest _unit;
};
} forEach _hitLoc;
};
}];

it gives a random chance of vest being removed on hit
kiba3x Aug 4, 2023 @ 6:32am 
If you add destroying vest this will be the ultimate mod.
Goran™ Jul 23, 2023 @ 5:54am 
Can i turn of this on player? Becouse AI destroy NVG :)
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 Jun 8, 2023 @ 6:47pm 
The blood effects are very over the top lol. But the sparks and helmet + nvd destruction is nice.

Blastcore Murr tones down the spark effects though. :jake::steamthumbsup:
_mickey_ Apr 15, 2023 @ 3:37am 
@Cmdr.Foran I don't think it makes any sense to use Bullet_Hits. It's all and even more there in Blastcore and Real Engine mods. Goko Ballistic Impact works just as well with them.
Cmdr.Foran Dec 11, 2022 @ 1:42am 
I use your goko ballistic impact with another similar mod ' Bullets_Hit '
https://steamcommunity.com/sharedfiles/filedetails/?id=2190826124
and I've tested it, seems works good together
Thank you! :steamthumbsup:
V Sep 18, 2022 @ 11:15pm 
This mod is awesome, though my effects look very different in game from the video though. Is that a matter of needing to tweak things in the files to get it look like that? I tried running arma with just this loaded and it's still quite different
_mickey_ Jul 19, 2022 @ 3:03pm 
Please give the settings for the number of particles so that user can ba abble setting this according to self preferences