Hobnob 8625390002 Cleaned up unused dependencies | 3 лет назад | |
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README.md | 3 лет назад | |
fnc_emp_disableVehicle.sqf | 3 лет назад | |
fnc_emp_enableVehicle.sqf | 3 лет назад | |
fnc_emp_hitHandler.sqf | 3 лет назад | |
fnc_emp_hitVehicle.sqf | 3 лет назад |
The calculated duration is given by:
_effectiveDuration = _empDuration * (1 + ((-_empResistancePercent)/100));
or
Effective Duration = Ammo Duration * (1 + (-Resistance/100))
Therefore:
An effective duration of 0 is assumed for calculated durations < 1 for performance.
Specify if the given ammo has an emp effect on vehicles.
Where to define: CfgAmmo -> Ammo
.
rd501_emp_vehicle_enabled=1
Default: 0
You can specify how long a given set of ammo can disable a vehicle for (at maximum). Resistance will reduce this.
Where to define: CfgAmmo -> Ammo
.
rd501_emp_vehicle_duration=number
number
is the number of seconds this ammo will disable a vehicle for.Note that this is only factored in, if a vehicle has a resistance of 100%, then the emp will not do anything. 50% resistance will halve the duration etc.
Default: 10
You can specify a vehicles resistance (as a %) to the effects of EMP.
Where to define: CfgVehicles -> Vehicle
.
rd501_emp_vehicle_resistance_percent=number
number
is the whole number percentage (max 100, min unbound) which will be applied as a reduction to the given ammo's EMP duration.
rd501_emp_vehicle_resistance_percent=100
is effectively disabling the effects on emp on the vehicle. (Immunity)
Default: 0