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
pvt joker
192 Comments
Sergeant_Shtanga Dec 28, 2024 @ 11:37am 
compatibility with ace advanced ballistic???
ProsanltArgle Oct 31, 2024 @ 4:15am 
Niceeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!
Neckturnal Aug 15, 2024 @ 11:58am 
can you do that to normal hats and equipments as well. some of them will be destroyed and some of them not when you headshot they will fly off from his head to the ground, depends on if your bullets went through the hat or not. or if it is hard to do that you can add as a chance factor.
Commander May 18, 2024 @ 8:20pm 
Is there any way [Mission file - CBA side] to remove the destruction of headgear upon hit or at least decrease the chance of it?
Redarmy Apr 3, 2024 @ 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 :)