KoffeinFlummi / AGM

Authentic Gameplay Modification for A3 | THIS PROJECT IS NO LONGER BEING WORKED ON. ALL ISSUES AND PULL REQUESTS WILL BE IGNORED.
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AGM_armour causing cook-off from anything #2079

Open PezD opened 9 years ago

PezD commented 9 years ago

I've been doing some testing in my ARMA group and we came across something strange. During a session we were firing 40mm grenades at a T-100 tank just as target practice. However after some time we actually ended up cooking off the tank, which we thought should be impossible.

After a bunch of testing on seeing where it gets shot and with what we've determined that this is the weak-point on the T-100.

http://i.imgur.com/SsXMHQO.jpg

We fired at that relative location with AT rounds, 40mm grenades, fragmentation grenads, 7.62 rounds, 5.56 rounds, .45 ACP rounds, and 9mm rounds. In all instances we were able to cook off the T-100 with 20-40 rounds for our rifles/pistols. And always one round from AT.

Is there any way to prevent this from happening? Now that people are aware of it everyone is firing 40mm grenades at tanks or getting close and firing at their weakpoints to cook them off. It should be fairly easy to replicate. This effect was happening with all armour, not just T-100s.

Cheers

KoffeinFlummi commented 9 years ago

This is probably an issue with the armour of the T-100, and AGM_Armour doesn't really change anything about the level of armour on the individual vehicles, it just changes what happens when it takes damage.

We might be able to change that though, although the armour on individual parts is defined in-model.

PezD commented 9 years ago

The thing is this happens with all vehicles, ARMA vanilla ones and modded ones. There are many different pieces of armour that able able to be shot at with pistols and caused to cook off. It isn't really limited to the T-100, I just used it as an example.

Is it possible to define in AGM_armour for when it take explosive damage, rather than any damage?