Set the damage of each gun. Out of the box that's all it changes: armour, helmets, blunt trauma and armour wear work as in the vanilla game (or as their own mod makes them) until a Game Master or admin switches the armour rules on. Change everything in game with Ctrl+F9 or #wdr; the server keeps changes after restarts.
WEAPON DAMAGE (ON FROM THE START)
- Damage per gun: every gun has its own damage percentage (100% unless set), for one gun, a whole family (every M16A2 variant, or every rifle) or several guns picked at once.
- A gun's percentage scales the damage its rounds do to people, and the knockout from hits on their armour. Vehicles aren't affected.
- AI damage: separate percentages for the damage AI deal and take (100% unless set).
ARMOUR RULES (OFF UNTIL SWITCHED ON)
- Switch them on with Armour rules in the Ctrl+F9 menu, or #wdr armor on.
- For each armour group and weapon group, the round penetrates with full damage, gets through with reduced damage (75% to 10%, or any percentage you type), or stops. A stopped round hurts nobody behind the armour.
- PENETRATE always gets through, even where the armour's own material would stop the round (RHS plates do until they break).
- Your own groups: make, rename and delete weapon and armour groups in game, and restore deleted built-in ones.
- Weapon groups follow the gun: a bullet with no group of its own, like most modded rounds, counts as the group of the gun that fired it. AP rounds can still have a group of their own.
- Armour physics per group: rounds hit the armour's own material (the default), or fly through it with Rules only.
- Blunt trauma: a stopped round still does a percentage of its damage to the body behind, and armour hits knock people out by a set percentage of vanilla.
- Armour wear: a vest, plate or helmet stops nothing after its group's number of hits; a fresh one starts at full strength. Players get a hint when their armour is hit and see its wear in the inventory.
- Works with modded guns, rounds and armour built on the game's base prefabs, including RHS vests and plates.
SETTINGS MENU (Ctrl+F9)
- Settings: the switches, blunt trauma, AI damage and the armour grid. Hover over anything for help.
- Guns: each gun's damage and weapon group. Shift- or Ctrl-click to set several guns at once.
- Groups: what's in each group, with the other groups' armour, guns and rounds listed under it to move in. Make, rename, delete or restore groups, or add a prefab by name.
- Last shot: with the debug log on, every hit of the latest shot (round, gun, armour, rule, damage). Click any of them to open it.
The key can be changed in Settings > Controls.
GROUPS
Weapon groups: Small caliber (9x18, 9x19; with mods 4.6x30, 5.7x28, 12-gauge buckshot), Rifle (5.45, 5.56, 7.62x39), Rifle AP, MG & DMR (7.62x51, 7.62x54R), MG & DMR AP, Heavy MG (12.7, 14.5), Other bullets (no group of their own).
Armour groups: Soft vests, Plates, Helmets, Soft helmets (flight and tank helmets).
Up to 10 weapon and 7 armour groups.
DEFAULTS
- Rules ON, Armour rules OFF, Blunt trauma OFF, Armour wear OFF. Every gun and AI at 100%, so a new server plays like vanilla until you change something.
- Once the armour rules are on: soft vests stop Small caliber, plates stop Small caliber, Rifle and MG & DMR, helmets stop Small caliber, soft helmets stop nothing, and everything else penetrates. With armour wear on, soft vests wear out after 5 hits, plates after 4, helmets after 2 and soft helmets after 1.
COMMANDS (Game Masters and admins, in chat)
#wdr status - current settings
#wdr damage <gun> <percent | default> - e.g. #wdr damage Rifle_M16A2 110
#wdr armor <on | off> - the armour rules
#wdr rule <armour> <weapon group> <penetrate | stop | 0.5> - e.g. #wdr rule plates rifle stop
#wdr armor <armour> <own | rules>
#wdr blunt <on | off>, #wdr blunt damage <percent>, #wdr blunt knockout <percent>
#wdr wear <on | off>, #wdr wear <armour> <hits | never>
#wdr ai <deal | take> <percent>
#wdr group <round | gun | armor> <prefab> <group | none | default> - e.g. #wdr group gun M7 rifleap
#wdr newgroup | renamegroup | deletegroup | restoregroup <weapon | armor> ... - groups made in game
#wdr on | off, #wdr debug <on | off>, #wdr reload, #wdr reset, #wdr help
Groups can be given in short form (plates, rifleap) or by number from #wdr status. RCON admins can use the same commands. #wdr damage and #wdr group take several prefabs at once, separated by ;
SERVER SETUP
Load the mod on the server; players download it when they join. Changes are saved in WeaponDamageRules.txt in the server's profile folder. #wdr reset goes back to the defaults.
GOOD TO KNOW
- The gun is read when the round lands, so a weapon switched to while the round flies counts instead.
- Works alongside TOP: Vehicle Penetration Rules. Mods that replace character or armour damage handling without calling the original may conflict.