Summary
don't get shot or u may blow up
Description
Inventory Damage makes what you carry matter. Shoot a soldier's backpack, a backpack lying on the ground, or the cargo area of a vehicle, and the mines inside can detonate. The more you carry, the bigger the blast. Carry explosives at your own risk.
Created by Goldhook420.
WHAT COUNTS
- Mines: M14 (AP), M15 (AT), PMN-4 (AP), TM-62M (AT). Mines from other mods that use the game's mine component also count (they are sized by their weight).
- Demo charges, grenades and ammunition are NOT covered.
BULLETS
- Backpack, worn or lying on the ground: a round that hits the pack counts, and so does one that only clips the pack and misses the body. Every mine in the pack is hit with a chance equal to the share of the pack's space it takes (its volume divided by the pack's volume), so one mine in a big pack is a small chance and a pack stuffed with mines is a big one. Slow or spent rounds do nothing, and a wall or another body in the line of fire protects the pack. When one goes off, the whole pack goes with it and the backpack is destroyed.
- Vehicle: only a hit inside the vehicle's CARGO AREA counts, with the same share-of-space chance. Every vehicle has its own cargo area, so a shot at the roof, the hood, the cab or a wheel does nothing to the cargo.
- Cargo areas: UAZ-469 behind the rear bench. UAZ-452 and S1203 vans behind the rear seats. S105 under the front hood (it is rear-engined). M151A2 the rear tub. M998 / M1025 / M997 Humvee the bed behind the rear seats. M923A1 and Ural-4320 the truck bed (below the canvas). BRDM-2, BTR-70 and LAV-25 the troop compartment. UH-1H and Mi-8MT the cabin. Any other vehicle gets a guess from its size.
BLAST SIZE
- Everything that goes off goes off together as ONE blast, sized by the real TNT equivalent of what was carried (an M15 AT mine is about 13.7 kg, a TM-62M about 7.5 kg). One AT mine is a big bang; several stack into a huge one (capped at three stacked charges, so the sound does not overload). Small things (AP mines) blow with their own small warheads.
CHARGE NEXT TO THE CARGO
- If an explosion starts within 1.5 m of a vehicle's cargo area and the vehicle carries explosives, the whole cargo detonates at once (no chance roll) and the vehicle is destroyed.
NEARBY EXPLOSIONS
- A blast near a soldier or a vehicle can set off what they carry, the way it would a mine lying on the ground: a weak blast does nothing, a strong one always sets it off, and in between it is a chance per item. This covers everything on a soldier and everything in a vehicle's cargo.
THE WARNING
- The first time a player is killed by an inventory explosion on a server, a message tells them inventory damage is on and to carry explosives at their own risk. It shows once per player until the server restarts.
HOW TO USE
Just load the mod. It changes how bullets and blasts affect carried explosives; there is nothing to place. The mod must be on the server as well as on the clients. It needs nothing but the base game.
KNOWN ISSUES
- Backpacks on the ground and the destroyed backpack are new in 1.1.0 and lightly tested. Every shot fired on the server is also tested against nearby packs; this has not been measured on a busy server.
- The game gives a vehicle a cargo volume but no cargo shape, so the cargo areas are my reading of each vehicle's model. Cars, vans, Humvees and trucks are well supported; the armoured vehicles (BRDM-2, BTR-70, LAV-25) and the helicopters are the least certain - tell me where a shot lands wrong.
- A vehicle with two storages (for example a truck's small cab storage plus its bed) is treated as one cargo area over both volumes.
- Backpacks inside a vehicle or a crate are not shot-tested; only the vehicle's cargo area counts there.
- The "already warned" list lives in memory: a server restart warns everyone again. The warning text is English only.
- The mod adds to the game's character and vehicle damage handling; another mod that replaces those classes without calling the original may stop it from working.
License
Arma Public License (APL)