Arma 3
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Impact
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Data Type: Mod
File Size
Posted
Updated
89.361 KB
Jan 27, 2022 @ 3:53am
Jun 25, 2023 @ 2:51am
4 Change Notes ( view )

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Impact

Description
Improved Infantry Combat Experience
Impact aims to address a simple yet overlooked feature in Arma 3 : hit reactions. The current vanilla system boils down to a weird twitching animation, with little to no "impact" to AI units. Combined with the rather solid ballistic protection the base game offers, this can lead to frustrating gunfights, with players unloading on AI hostiles that are barely affected by bullets... Non-fatal shots feel inconsequential as a result :  AI units remain able to return fire immediately, and feel overpowered or robotic.


How?
The mod relies on a very simple approach. No over-complicated animation handling or scripted damage; the goal is to provide a reliable, efficient in-engine solution to this problem, without "impacting" (haha...) 3rd party addons. Whenever an infantry unit takes a hit, Impact analyses the characteristics of the projectile, and emulates kinetic energy when deemed necessary, eventually causing a brief "ragdoll" state. Even if a unit survives a high-caliber hit or a nearby explosion, it will have a good chance of being knocked down by the impact and falling to the ground. They will get back on their feet after a few seconds, buying players some time in tense situations and adding uncertainty to situational awareness (since the ragdoll state doesn't necessarily means the unit is actually dead), leading to a more "organic" experience. Impact works in all environments, with all types of ammo, including explosives.


How to use?
Just load the mod : Impact will work on any AI unit with proper Event Handlers inheritance. Several aspects of the script can be controlled with variables.
  • To enable Impact on players :
    missionNamespace setVariable ["impactForcedOn_player", true]
  • To disable Impact on a specific class :
    missionNamespace setVariable ["impactDisabledOn_" + typeOf bob, true] //bob & similar units are immune missionNamespace setVariable ["impactDisabledOn_O_Soldier_F", true] //'O_Soldier_F' type units are immune
  • To disable Impact on a specific unit :
    missionNamespace setVariable ["impactDisabledOn_" + str _unit, true] missionNamespace setVariable ["impactDisabledOn_bob", true]
  • To adjust how frequently Impact kicks in :
    missionNamespace setVariable ["impactCoef", 1.5] //default : 1


Known issues
  • Impact doesn't work on modded units that don't inherit base Event Handlers : that includes Zombies from Ravage, Phantoms from Remnant and Androids. Not actually an issue as this will prevent potential conflicts with 3rd party addons.

Important :
In order to work properly, Impact has to be loaded on both clients & server machines.


Credits
Special thanks to my long time supporters on Patreon, and to Johnnyboy for suggesting a better script approach for the project.



Want to support my work?

[www.patreon.com]

[paypal.me]
111 Comments
Jaeger Mar 31 @ 3:05pm 
@Boyar
Thanks for the info
Boyar Mar 31 @ 2:13pm 
@Jaeger
nope
Jaeger Feb 11 @ 8:31am 
Is this mod compatible with Death and Hit reaction ?
Haleks  [author] Jul 17, 2023 @ 10:59am 
@TheCombatFox : Glad to hear it's working fine along custom scripts. :D
TheCombatFox Jul 16, 2023 @ 5:09am 
I thought that was the work of a scenario I play... I blends in so well with the scenario custom medical script where they won't die immediately and bleed out in a lying position until someone get to them to patch up
TheCombatFox Jul 16, 2023 @ 5:06am 
@Haleks
Oh you mean the part where they fall down when it isn't fatal and get back up?
Haleks  [author] Jul 16, 2023 @ 4:23am 
@TheCombatFox : you can easily test it yourself : open the VR map, spawn a player and a NPC - don't forget to disable damage on said NPC. Play the scenario, and unload on the NPC (I suggest the MX rifle for basic testing). You should see him fall down pretty quick.
TheCombatFox Jul 15, 2023 @ 10:27pm 
Tbh I can't tell the difference between the vanilla.. Can you make upload a video showcasing the mod?
Ted Jul 11, 2023 @ 4:35am 
Im a bit stupid,can anyone explain how to configure this on a dedicated server?
David Jun 21, 2023 @ 9:22pm 
It's all good bro! Thanks for fixing it!