Thunder 4aa8c9460d main works???? 3 years ago
..
README.md 4aa8c9460d main works???? 3 years ago
fnc_emp_disableVehicle.sqf 4aa8c9460d main works???? 3 years ago
fnc_emp_enableVehicle.sqf 4aa8c9460d main works???? 3 years ago
fnc_emp_hitHandler.sqf 4aa8c9460d main works???? 3 years ago
fnc_emp_hitVehicle.sqf 4aa8c9460d main works???? 3 years ago

README.md

Vehicle EMP

EMP Duration

The calculated duration is given by:

 _effectiveDuration = _empDuration * (1 + ((-_empResistancePercent)/100));

or

Effective Duration = Ammo Duration * (1 + (-Resistance/100))

Therefore:

  • A resistance of < 0 will produce an INCREASE in duration.
  • A resistance of > 0 will produce a DECREASE in duration.
  • A resistance of 0 will produce the same duration defined on the ammo.
  • A resistance of 100 will produce a 0 duration (no effect).
  • A duration of 0 will always result in no effect.

An effective duration of 0 is assumed for calculated durations < 1 for performance.

Configuration Properties

EMP Enabled

Specify if the given ammo has an emp effect on vehicles.

Where to define: CfgAmmo -> Ammo.

rd501_emp_vehicle_enabled=1

Default: 0

EMP Max Duration

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

EMP Resistance

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