Today, i try to understand how damaged model in luascripts works.
I am interested mainly in following line
FrontArmor = x
SideArmor = x
BackArmor = x
TopArmor = x
BottomArmor = x
// Only specific armor parts may be mentioned, the number is the armor value
AngleSideAxis = 45.0
// Angle (usually between 30 and 45) can be correspond to the angle required to reach the side relative to the pivot point on the Z axis (Z rotation value)- See A red Angle ?
AngleBackFrontAxis = 85.0
// Angle (usually between 50 and 85) may match the angle to be necessary to achieve the forward or backward relative to the pivot point on the Y axis (Y rotation value)- See B blue Angle ?
AngleTopBottomAxis = 80.0
// Angle (usually between 70 and 89) mcan be correspond to the angle required to reach the underside of the object with respect to the pivot point on the X axis (X rotation value)- See C black Angle ?
See screens to explain:
// Only for static object, seem to be the armor of the object, all object have about 100'000 point of live per group of collision box (example: buildxx_01, buldxx_02, buildxx_03 = 3 group of collision box)
To determine the correct armor and life rate, i analyzed the ballistics and explosions lua.
For example shell_fr_75_b:
Armor1=100,496, 70,2000, 30,3000, 15,6000, 10,7000, 5,8000, 0,8500
Armor2=1000,455, 30,1000, 15,4000, 10,4500, 5,5250, 0,6000
Armor3=3001,385, 10,2000, 5,2500, 0,3000
I test by changing the armor and life points of an object and calculating the number of shots to get to the destruction it's correspond to:
ArmorX = distance in meters, speed, and pairs Armor/Life damage
Example of the 75mm shells, At 100m, the shells have an effect of 8500 life damage for an Armor=0, if the Armor=10, life damage is 7000. At 1000m, life damage is 6000 with Armor=0, etc..
I condensed the lua in the following table for shells:
I do the same for bombs, but i think the operation is slightly different, One bomb have two life damaged effect:
- One on impact (before explosion)=> lua on ballistics folder
- One on blast => lua on explosion => lua on explosions folder
I think, the total life damaged of a bomb is the sum of impact damage + blast damage
Lua per bomb on ballistics folder:
Armor1=0,100, 10,2000, 5,5000 0,10000
Armor2=0,10, 5,1000 0,3000
I think is:
ArmorX=?, drop altitude above ground ?, pairs Armor/Life damage
The end of the Lua determines the type of explosion (lua on explosions folder) following the point of impact (land, water, buildings, etc. …)
Lua on explosions folder
// Ôóãàñíîå âîçäåéñòâèå
Pressure=20400 // äàâëåíèå íà ðàññòîÿíèè 1 ìåòð
// Ôóãàñíîå âîçäåéñòâèå, îáùåé öèôðîé
ArmorFoug1=3,-1, 20,26000, 10,28000, 5,30000, 0,32000
ArmorFoug2=10,-1, 20,8000, 10,10000, 5,12000, 0,16000
ArmorFoug3=20,-1, 10,2000, 5,300, 0,4000
Radius=X determines the distance of blast in meters (50 m in example)
Like shells, we have line with couple of radius distance / Armor / Life damage
ArmorFougX=radius distance,-1, pairs Armor / Life damage
I condensed the lua in the following table for bombs:
Oddly gbr_bomb_230/250/520/550lb have the same destructive power and we have strange value for ger_300kg and gbr_1650lb in Armor=10 / effective radius (only 1000 and 2000 life damage wile we have 15000 and 30000 at Armor=15or30) ???
Edit: updated for new research