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1) Armor 999 is used when hardcoded engine hitpoint is supposed to get damage from 2 other sub hitpoints ("depends" property). I.e. land vehicles can use one HitFuel so if we want to simulate 2 separate fuel tanks we need one indestructible HitFuel component + 2 sub hitpoints which are passing damage to parent hitpoint
2) Armor = -150, negative armor values are used if you want to see absolute hitpoint armor value. For instance, -150 means that such hitpoint in ideal condition can survive ten shots from weapon which deals hit = 10 (of course, there are other factors on top of that but I hope you get idea what it means).
If you are using non negative values then armor value is multiplication of armorStructural + size of vehicle (bounding box size) + passThrough which, as you can understand, is super confusing and non obvious behavior. For a long time we couldn't understand why ERA was behaving differently on various tanks even though they were using same armor values and it turned out to be caused by varied bbox size.
In OFP times, that vehicle size assumption seemed to be logic since you would use same hitpoint value for all buildings and then you would expect that smaller ones collapse faster but it turned out to be really bad design idea in the end.
3) negative minimal hit that if i.e. there is armor = -100; & weapon with hit = 15 & hitpoint has minimalHit = -0.10 then inflicted damage is equal to 100/10-15=-5 which means bullet will inflict 5 damage to hitpoint (result is 95 remaining HP) .
Non negative minimal hitpoint would deal full damage (15) in this case. |
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