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===''class HitPoints''=== Although these classes are typically separated into sub-classes (e.g. turret hitpoints under the Turrets class)--the game does ''not'' appear to require this in practice. Because hitpoints are attached to bones via the <tt>name</tt> property, hitpoint classes can be defined all at the same hierarchical level, anywhere in CfgVehicles--and in fact this practice would be preferable when you are making use of the <tt>depends</tt> property (which cannot reference hitpoint classes defined at different levels of the config). ====armor (local)==== <tt>'''float>0'''</tt> Proportion of global health assigned to this location. You will often see this property referred to as "armor (float)". The formula for determining location health appears to be simple: <tt>location health = ("armor" local) * ("armor" global)</tt> (if we assume the mysterious vehicle size measurement does not play a role). (See "armor (global)"). ====depends==== <tt>'''string'''</tt> Allows one location to apply its damage to another. Formulas can be used to enhance this effect. e.g. <syntaxhighlight lang="c"> class HitTurret {...}; class HitGun { ... //for every point of damage HitTurret receives, HitGun gets 5 depends = "5 * HitTurret"; }; </syntaxhighlight> Another requirement of this property is that the '''dependant/subordinate''' class (HitGun in this example) must be listed '''''after''''' the '''dominant''' class (HitTurret). [recent feature, undocumented] ====explosionShielding==== <tt>'''float≥0'''</tt> Modifies how global vehicle health is affected by 'splash' damage (indirectHit). A factor applied to indirectHit damage. Values < 1 make a location resistant to indirectHit damage. Values > 1 make the location more sensitive. See also: [[#explosionShielding (global)]]. [ [http://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Explosion_shielding A], [http://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines#New_attributes B] ]. ====material==== <tt>'''int''', [deprecated]</tt> Darkens material based on damage state. Deprecated--all Arma 3 configs disable it by setting it to -1. If you want to read about how it works, follow this link: [http://fab.ofp.free.fr/Tutorials/Damaged_Tank.htm]. ====minimalHit==== <tt>'''float≥0'''</tt> Protects the location from damage. Damage received below this value is ignored. A value of 0 means the location acts 'normally' and even the slightest damage will reduce its health. (See "armor (local)", "minTotalDamageThreshold"). ====name==== <tt>'''string'''</tt> The value is a named selection containing vertices in the P3D's HitPoints LOD. This way, the game knows what vertex/vertices in the model go with what hit location. Additionally, the set name should be the same as a CfgSkeletons bone (so the game also knows which verts move with which vehicle part). (See also [[#visual]]). ====passThrough==== <tt>'''1≥float≥0'''</tt> Proportion of damage to this location that is passed on to damage global vehicle hit points. 0 = the location can be destroyed without affecting overall vehicle health (unless it is a [[#class HitPoints names|special hit location with hardcoded properties]]) . This ''cannot'' be used to make a location cause extra global damage (since values over 1 are treated as = 1). (For that feature, see [[#depends]]). ====radius==== <tt>'''float≥0'''</tt> Defines the size of the HitPoint vertices in this location of the vehicle's P3D model. The radius creates a "sphere" of effect around each vertex. When fire geometry within this sphere is hit, the location takes damage^. [[https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines#New_attributes A]]. ^It's actually a bit more complex than this. It appears that the game applies some damage to ''all'' locations based on their distance from the hit, with the nearest location taking the most damage of course. ====visual==== <tt>'''string'''</tt> The name should match a "section" (from CfgModels). If the hit location is not associated with any section, it should be empty (''visual = "";''). Assigning a section to a hit location is optional. It is used by game to swap textures based on damage state (via the [[#class Damage|Damage class]]). (See also: [[#name]], [[#class Damage]]). [Samples_F\Test_Tank_01\CfgVehicles.hpp]. ====''class HitPoints names''==== * Existing HitPoints classes being used in the game have certain hard-coded properties that you should be aware of. * Sadly, certain vehicle types (TankX, CarX, etc.) are only given certain hard-coded properties. ** So, for example, you cannot use the HitFuel effect in a tank, but you can use it in a car. :( =====HitHull===== Used in tracked vehicles, this location automatically '''destroys''' the vehicle when depleted (''regardless'' of remaining global health/"armor"). =====HitFuel===== Used in wheeled vehicles, this location automatically '''destroys''' the vehicle when depleted (''regardless'' of remaining global health/"armor"). Also depletes Fuel state as damage is accumulated. =====HitTrack===== Restricts mobility when depleted. Because these locations are not protected by armor plates, they extremely vulnerable to damage unless protected by tweaking explosionShielding (<1) and(/or) minimalHit (>0). =====HitWheel===== Restricts mobility when depleted. Because these locations are not protected by armor plates, they extremely vulnerable to damage unless protected by tweaking explosionShielding (<1) and(/or) minimalHit (>0). =====HitTurret===== Prevents the turret (turret optics view) from rotating when depleted. =====HitGun===== Gun (turret optics view) is stuck at minimum elevation when depleted. =====HitAmmo===== Ammo locations are not used in vanilla Arma 3, but could be added. Because it has no hard-coded properties, the only way to make it destroy a vehicle is to use the "depends" property to pass on its damage to HitHull/HitFuel. =====HitEngine===== Restricts mobility when depleted. =====HitAvionics===== Used in aircraft, it makes the HUD display flicker and disappear when depleted. =====HitVRotor===== Used in helicopters to represent the tail rotor, it causes the aircraft to spin out of control when depleted. =====HitHRotor===== Used in helicopters to represent the main rotor, the aircraft loses power when this location is depleted.
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