Arma 3
656 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

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
travolta
< >
176 Comments
MDK May 29 @ 2:08am 
Although I like this mod a lot, the fact it seems to trigger insta kills on headshots in ace is a little offputting, especially when fighting against enemies with buckshot, as a singular round from half a mile away will blast off the headpiece AND kill the player instantly.
APPLEPIE2 May 15 @ 3:01am 
every time the mod works frame drop accumulation
Mickey Apr 12 @ 3:35pm 
@getoutI tried to reduce the particles in game setting to PARTICLES/ STANDARD but still I see a lot of particles. Looks like game settings don't affect your mod. Please try creating a setting inside your mod
Mickey Apr 12 @ 1:40pm 
@getout your mod is one of the best mods for Arma3. At least that's how it looks to me. The only detail I don't like is the amount of particles when hitting the head (helmet). Everytime, when bullet hits in the helmet of soldiers and kill them, I'm see huge numbers of sparks in NVG player vision. There are too many sparks! Each such hit looks like New Year's fireworks and, unfortunately, it does not look realistic. In game settings, PARTICLES I use value HIGHT. This works great for all visual effects, including the Blastcore mod, however the PARTICLES/HIGHT value is probably too high for your mod. Or in general, there is no relationship between this game setting and your mod. I have to ask you. Please add the ability to set the number of particles for the user of your mod. It would be great! The player could customize everything to their liking. Thank you!
Jinkis Mar 31 @ 8:21pm 
I suggest everyone goes through the individual effects, as "gokoBI_particleFX_bloodCough" is excellent, it's an upwards spray about the size of the persons head. "gokoBI_particleFX_UpNDown" is the one everyone dislikes, it is around double the length of a humans body and stays in the air for 5 seconds. "gokoBI_particleFX_bloodSpray3" is also around 3 times the width of a person, so can be removed. "gokoBI_particleFX_bloodSpray2" is also very large, I edited it to be small, but can be removed if you don't know how.
By removing these effects you can customise the mod to be still unrealistic, but without blood balloons.
It's easy to keep this mod updated and worthwhile for everyone.
Jinkis Mar 31 @ 8:21pm 
@ringo It's okay man no need to gaslight, there's nothing wrong with that part of the work, it's just not to most peoples taste as Arma is a realistic game, no shame whatsoever. Because people like and want to use the mod (because it's good) but don't want the extreme blood effects, there's a great solution that I pointed out. Those blood effects would be good as they are for Warhammer mod users btw!
travolta  [author] Mar 31 @ 12:58pm 
yeah boiiii
utter garbage. email gaben to remove this shit from stim
Jinkis Mar 22 @ 1:26am 
The blood effects are extremely offputting in every way, but you can easily delete the PBO. If you're wondering what they are like, they are larger than the size of the persons body.
Confederate Jack Jan 24 @ 2:31am 
unrealistic
frostm1911 Jan 18 @ 9:00pm 
Hey, Man :3

Is there a way to deactive the "Helmet And Facewear Destruction" but still having the effects of impacts?