Arma 3
299 ratings
Goko ballistic Impact
 
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
3.703 MB
Jan 18, 2018 @ 2:36pm
Oct 13, 2018 @ 12:54pm
13 Change Notes ( view )

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Goko ballistic Impact

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

Author: göko the outsider chief of randomness
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)
2
Nov 29, 2018 @ 6:00pm
Bug report
gökmen
< >
109 Comments
[KOiV] The Quack Apr 9 @ 10:13pm 
@Enrix and @0utsider or you can use mr sanchez' head gore mod, i use it and it works
Misfit Apr 9 @ 11:08am 
god damn this is cool
gökmen  [author] Mar 24 @ 1:01am 
Yes It is fully compatible / doesn't break anything with ACE3
Does this works with ACE?
Josek5494 Mar 21 @ 3:25am 
Fantastic work for sure! Im having a bit of a problem. I have CBA and your mod loaded and running correctly, but i can't find the configuration inside addons options to remove some features. It doesn't show up for me. Am i doing something wrong?
Abdullah Mohammed Mar 18 @ 3:33pm 
Cheers I will try work it out
thanks
gökmen  [author] Mar 18 @ 11:45am 
Abdullah Mohammed Mar 17 @ 5:08pm 
Dope mod, been using for a while. I want to help create a module for zombies that creates the headmeat1 and headmeat2 particle when they are shot, do you know how to activate particles when shooting a zombie?
ENRIX Mar 10 @ 12:25pm 
u can chek Ryan's zombie mod for this. and talk to him for usage
gökmen  [author] Mar 10 @ 3:10am 
I would. If somebody provide me some head meshes with deformation of impact, textured.