Soldier Protection – Arma 3
Template:Stub The current state of the documentation only covers the basics of the implementation. Additional details will be added soon.
Implementation
In the model
The first step is to set the selection in the model wherein the soldier protection should be implemented. To do so, you will need to add some selection to your model. In the following example, the V_PlateCarrierSpec_rgr is used and we will detail the selection named spineN (from 1 to 3, left to right).
You will need to add the selections you want to your model. The available selections are hereafter in the man base class, identified by "name" and can/should be defined in any models which should have a protection.
At the config level
The second step of the implementation is at the config level. As described hereafter, various properties need to be defined in the config to fully benefit from the soldier protection.
Unit base class
The following code is example of a custom man base class containing every config parameters relevant to the soldier protection. Its values represents the state of the soldier protection without any equipment, each piece of gear can increase the protection level of one of these hit points, provided it is configured. This class is just here to help you understanding the relation between the configuration of a gear item and the base class.
Note: Good practice is not to edit or update the base class but create a new class which inherits from the vanilla class.
class CfgVehicles
{
class Man;
class CAManBase: Man
{
class HitPoints
{
class HitHead;
class HitBody;
class HitHands;
class HitLegs;
};
};
class TM4_CAManBase: CAManBase
{
class HitPoints: HitPoints
{
class HitFace: HitHead
{
armor = 1; // Keep constant so that the hit point armor remains on the same scale
material = -1;
name = "face_hub"; // Selection name
passThrough = 0.1; // Damage resistance
radius = 0.08;
explosionShielding = 0.1; // Protection against explosive damage
minimalHit = 0.01; // Minimal damage value that can be applied
}
class HitNeck: HitFace
{
armor = 1;
material = -1;
name = "neck";
passThrough = 0.1;
radius = 0.1;
explosionShielding = 0.5;
minimalHit = 0.01;
}
class HitHead: HitNeck
{
armor = 1;
material = -1;
name = "head";
passThrough = 0.1;
radius = 0.2;
explosionShielding = 0.5;
minimalHit = 0.01;
depends = "HitFace max HitNeck"; // Returns the greater of HitFace and HitNeck.
};
class HitPelvis: HitBody
{
armor = 1;
material = -1;
name = "pelvis";
passThrough = 0.1;
radius = 0.2;
explosionShielding = 1;
visual = "injury_body";
minimalHit = 0.01;
};
class HitAbdomen: HitPelvis
{
armor = 1;
material = -1;
name = "spine1";
passThrough = 0.1;
radius = 0.15;
explosionShielding = 1;
visual = "injury_body";
minimalHit = 0.01;
};
class HitDiaphragm: HitAbdomen
{
armor = 1;
material = -1;
name = "spine2";
passThrough = 0.1;
radius = 0.15;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
}
class HitChest: HitDiaphragm
{
armor = 1;
material = -1;
name = "spine3";
passThrough = 0.1;
radius = 0.15;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
};
class HitBody: HitChest
{
armor = 1000; //not supposed to take damage directly
material = -1;
name = "body";
passThrough = 0.1;
radius = 0.16;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
};
class HitArms: HitHands
{
armor = 1;
material = -1;
name = "arms";
passThrough = 1;
radius = 0.1;
explosionShielding = 1;
visual = "injury_hands";
minimalHit = 0.01;
};
class HitHands: HitArms
{
armor = 1;
material = -1;
name = "hands";
passThrough = 1;
radius = 0.1;
explosionShielding = 1;
visual = "injury_hands";
minimalHit = 0.01;
depends = "HitArms";
};
class HitLegs: HitLegs
{
armor = 1;
material = -1;
name = "legs";
passThrough = 1;
radius = 0.12;
explosionShielding = 1;
visual = "injury_legs";
minimalHit = 0.01;
};
};
armor= 2;//keep constant so that the hit point armor remains on the same scale
armorStructural= 0.4;// [*] must be adjusted for each model to achieve consistent total damage results
explosionShielding = 0.04;// [*] for consistent explosive damage after adjusting = ( armorStructural / 10 )
minTotalDamageThreshold = 0.001;//minimalHit for total damage
impactDamageMultiplier= 0.5;//multiplier for falling damage
// * adjusted for each model
};
};
Armored vest
// Carrier Special Rig (Green)
class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base
{
/* other properties */
class ItemInfo: ItemInfo
{
/* other properties */
class HitpointsProtectionInfo
{
class Neck
{
hitpointName = "HitNeck"; // Defined in the man base class
armor = 8; // Armor value of this hitpoint
passThrough = 0.5; // Penetration resistance of the hitpoint
};
class Arms
{
hitpointName = "HitArms";
armor = 8;
passThrough = 0.5;
};
class Chest
{
hitpointName = "HitChest"; // Will impact the protection of the selection model "spine3" as defined in the man base class "HitChest".
armor = 24;
passThrough = 0.1;
};
class Diaphragm
{
hitpointName = "HitDiaphragm"; // Same as the previous class but will impact the selection "spine2"
armor = 24;
passThrough = 0.1;
};
class Abdomen
{
hitpointName = "HitAbdomen"; // Same as the previous class but will impact the selection "spine3"
armor = 24;
passThrough = 0.1;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.1;
};
};
};
};
Headgear
This headgear increases the protection of the Head only, for example it doesn't provide additional protection for the face, so the value from the base class (above) will be used as they are defined.
class H_HelmetB: ItemCore
{
/* other properties */
class ItemInfo : HeadgearItem
{
/* other properties */
class HitpointsProtectionInfo
{
class Head
{
hitpointName = "HitHead"; // Defined in the man base class
armor = 6; //
passThrough = 0.5; //
};
};
};
};