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Cookoff preventing vehicle destruction #6255

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destruktoid opened this issue Apr 12, 2018 · 3 comments
Closed

Cookoff preventing vehicle destruction #6255

destruktoid opened this issue Apr 12, 2018 · 3 comments

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@destruktoid
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Arma 3 Version: 1.82.144647 Stable
CBA Version: 3.6.1 Stable
ACE3 Version: 3.12.1 Stable

Mods:

  • CBA_A3
  • ace

Description:

  • Cookoff system prevents vehicles from being destroyed, Once the target reaches 0.89 damage, it will continue to eat rounds (often over 40) until a hit is deemed to cause cookoff. This remains true even when both engine and fuel hitpoints have a value of 1, 0 or any number in between. Tested with the Angara, Slammer, Rhino MGS, Varsuk, Kuma, Marshall, Kamysh and we also used the Titan, MAAWS and Vorona launchers. As a side note, can also be replicated using RHS vehicles, but not really relevant as this occurs without it. Disabling cookoff using the missionnamespace var prevents this from happening and everything behaves as expected.

Steps to reproduce:

  1. Place down two tanks
  2. Hop in one and fire at the unoccupied tank.
  3. Continue firing at the tank at various positions (Engine, Fuel, etc) while keeping note of the vehicles overall, engine and fuel damage values. Note: Occasionally it may cook off prior to reaching 0.89 damage, but it is quite uncommon (<10% chance).
  4. Continue with step 3 until the tank is destroyed. Most attempts to destroy various vehicles take over 35 hits to destroy.

Where did the issue occur?

  • Dedicated, Self-Hosted Multiplayer, Editor (Singleplayer), Editor (Multiplayer)

Placed Modules:

  • None

RPT log file:

@PabstMirror
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We do detection of HE/AP rounds, are those still valid for the new damage system?

    class ammo_Penetrator_120mm: ammo_Penetrator_Base {
        caliber = 40;
        hit = 449.14;
    };
    class ammo_Penetrator_125mm: ammo_Penetrator_Base {
        caliber = 43.3333;
        warheadName = "TandemHEAT";
        hit = 468.955;
    };

https://community.bistudio.com/wiki/Arma_3_Damage_Enhancement

@destruktoid
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destruktoid commented Apr 12, 2018

Not completely understanding what you're asking, but if what you're asking is if those classes still exist and work with the damage system? Yes

@PabstMirror
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For 3.12.2 we have simply disabled the setting that controls damage handling.
It can still be enabled manually via CBA settings

Closing this issue and merging with #4416

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