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Can one incorporate multiple existing damage types into a 'new' round? For example, when round hits, AP damage is applied to the target (Tungsten penetrator accelerated to 4000 fps by the RDX charge), HE damage appied to all within a small radius (jacket spall and fragmentation), and maybe even a smaller incindiary effect (zirconium carbide particles)...
Another possible approach would be to "spawn" the two (HE & Incind.)ammo types on the target when the original round hits if the engine can be coaxed to do this...if this were OFP, I could script this in about 30 minutes, but I have no idea how AS is configured yet...
Another possible approach would be to "spawn" the two (HE & Incind.)ammo types on the target when the original round hits if the engine can be coaxed to do this...if this were OFP, I could script this in about 30 minutes, but I have no idea how AS is configured yet...
It's more complicated than applying more than one damage type. The short answer is no. For two reasons. First, you cannot apply two damage types simultaneously. Second, because of the underlying mechanics of how targetting works. (However, you can create a new damage type that is a hybrid. More on this later.) But before I go further, I think I need to explain a bit about the damage mechanism in AS, as gleaned from studying the equipment file.
First, I'll give a brief explanation of damage types. Damage types key into a 13-element array of values defined for each armor representing the percentage penetration (ie: inverse of resistance) to that type of damage. So a value of "1.0" means 100% of the damage gets through, while "0.2" means that 20% of the damage is applied (80% resistance). That's all damage types are: a means to determine resistance to the attack.
For example, if you want to model API ('Hard' and 'Burn' damage types), you could devise a new damage type that uses the lowest resistances of 'Hard' and "Burn'. Then you have to go through the massive effort of adding the new damage type to every single armor of every single actor (friend and enemy) in the game, since you're expanding the damage type array. That's edits to many hundreds of text files. Say that you manage to accomplish this monumental task. So far so good, you think? But wait, we're not done. We haven't really modelled the API round, which not only does AP ('Hard') penetration damage, but also has WP that continues to burn in the wound after the round has expended its kinetic energy. That's two effects: impact, and burning. (If it's a Raufoss round, there are 3 effects: impact, explosion, and burning.) We'll now look at how these seperate effects are treated by AS.
The other thing you must know about damage is something called the Influencer. It's how damage is applied to target(s) before damage type (resistance) is considered. There are 9 types of 'influences'. Each type defines a method for affecting (influencing) a target. I'll discuss the three most commonly associated with weapons: 'Target', 'Fragment', and 'Constant'.
Target: applies an effect (may be damage, may be healing, or something else) to a designated target (and only that target). The target may or may not be at range. All projectile and laser weapons, for example, use 'Target', and have a 'Time' value of 0 (meaning the effect, damage, is applied in full instantly).
Fragment: applies an effect in a range (radius) around the target location. The effect's strength decreases as distance increases from the center of effect.
Constant: applies an effect in a range (radius) around the target location. The effect's strength remains the same regardless of distance from the center of effect.
'Fragment' is used in the game to represent explosions. (There's a seperate value called 'Pellets' that represents the actual frags.) Real explosions, as well as those in the game, have decreasing concussion the further you are from the center of a blast. Fragment models this well. If you wanted to model a small nuke, you'd also use 'Fragment' as radiation intensity also decreases with distance. Most explosions in the game also have 'Time' of zero, since a blast is an instantaneous event.
'Constant' is used in the game to model such things as an area covered in flames. The effects of the fire will be (generally) the same regardless of where in the flames you are unfortunate enough to be standing in. Most Constant effects have a non-zero 'Time' value as the effects last for a while.
The point of all this? You may only specify ONE influence for an attack, and you may only specify ONE damage type for the influence.
So, for API, you cannot specify 'Hard' for 'Target' with 'Time' of zero, and 'Burn' also for 'Target' with non-zero 'Time'. (ie: instantaneous impact of AP, plus prolonged burning due to WP) The best you can do in modelling API is using 'Hard' or 'Burn' and specifying a non-zero 'Time', or creating a new damage type, either of which will apply the combined/hybrid damage over time. You cannot apply the damages seperately, one as an instant, the other over time.
It's far worse for Raufoss ammo, which has explosive effects as well as API. To properly do Raufoss, you'd need to be able to do 'Target' and 'Fragment' influences at the same time, which is impossible in AS.