BHE_EXP_5 Beta

by Ashyl
BHE_EXP_5 Beta

Summary

BHE_EXP rebuilds Reforger's hit, shrapnel and blast effects by surface, energy and calibre - with per-player presets and a server lock.

Description

Rebuilt impact, shrapnel and explosion feedback for Arma Reforger. The mod does not change how rounds fly or how much damage they deal — it changes what the world shows when they land, and it picks that feedback from the actual geometry of the hit instead of a single generic decal per material.
How it works
Every hit runs through one pipeline: trace → surface → impact → asset → spawn.
Surface resolution. Materials are classified into nine kinds: metal, armour plate, car body, glass, armoured glass, wood, plastic, fabric, water. Armoured hulls are resolved as armour, so a BRDM-2 gets hull-plate holes, not car-door holes — the two art sets never mix on the same vehicle.
Energy and calibre scaling. Impact energy is normalised on a log curve, calibre on a 5.56 → 30 mm range, and graze angle from the hit normal. Those three drive the effect continuously, so a 5.56 tick and a 30 mm hit on the same wall are visibly different events, not the same decal at two sizes.
Decal orientation. Decals are placed on a proper tangent basis built from the surface normal and the round's direction, so the art stretches along the direction of travel and does not swim on curved or angled geometry.
Entry and exit. Entry holes and penetration exits use separate pools and separate art, so a through-wall shot reads as a through-wall shot.
Particle shaping. Particle effects are not just spawned — birth rate, velocity, size, lifetime, gravity spread and air resistance are each scaled per surface and per hit. Car body throws fewer, softer particles than armour plate; water throws more than anything else.
Shrapnel. Fragmentation gets its own decals and its own particle bursts, including wall shrapnel on structures. Emitters are classified by name, so debris and dust can be scaled differently from sparks — or silenced entirely.
Explosions. Blast decals are sized to the charge, with dedicated wall-shrapnel handling for structures.
Content: 100 prefabs, 167 materials, 266 textures, 108 particle effects.
Settings — Settings → Effects (placed right after Gameplay)
Two independent axes, each with presets plus manual control.
Particle density — one multiplier on every effect the mod spawns:

Preset
Effect
Rich
+20% particles everywhere
Default
authored density
Light
−40%, debris and dust emitters fully silenced
Ultra Low
−65%, debris and dust emitters fully silenced

Decal quality — caps, cleanup and ageing in one control



Moving any slider flips the preset to Custom, so you are never locked into a table you did not pick.
Cleanup modes:
Standard — no timed cleanup; the oldest decal is dropped when the cap is reached.
Dynamic — every minute, removes decals older than the max age.
Automatic — on your own interval, removes decals older than the max age, about half per pass.
Pressure — does nothing until the count passes the start percentage of the cap, then trims the oldest down to the target percentage.
Sliders the selected mode does not use are greyed out, and the description under the row explains what that mode will actually do.
Server control — Game Master → Edit scenario properties → Better Hits Effects
The host or a listed admin can lock particle density and decal quality for every player. A lock overrides the player's choice but never erases it — the player's own values stay stored and come back the moment the lock is lifted. This is for servers that want a level playing field, or that simply need everyone on a low setting so nobody has to configure anything.
Performance
Hard per-family caps on decals plus per-frame spawn budgets (48 decals, 64 particles). When a cap is hit nothing is spawned — the oldest entry is trimmed instead, so a firefight cannot snowball into a stall. Cleanup work is scheduled on the call queue rather than run inline.
Compatibility and notes
Visual only. No damage, penetration, ballistic or armour values are touched anywhere in this addon.
Adds its own settings tab; existing settings pages are not modified.
Server settings live in the Game Master dialog, not in the player settings menu.
In-game text is English.
Переработанные эффекты попаданий, шрапнели и взрывов для Arma Reforger. Мод не трогает баллистику и урон — он меняет то, что видно в момент попадания, и выбирает эффект по реальной геометрии удара, а не по одной универсальной декали на материал.масштабирование по энергии удара, калибру и углу, отдельные пулы для входных и выходных пробоин, своя шрапнель и свои подпалины от взрывов.
В настройках появилась вкладка Effects сразу после Gameplay: плотность частиц и качество декалей. На сервере админ фиксирует оба параметра для всех через Game Master → Edit scenario properties.

License

Arma Public License (APL)

Rating
85%
Version
5.0.2
Game Version
1.9.0.37
Version size
46.97 MB
Downloads
45,364
Created
14.08.2025
Last Modified
09.11.2026
ID
661D33952728B63D