Category:Damage Modeling

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Contents

Overview of Damage Model

Introduction

The Engine powering VBS2 supports a wide range of damage simulations broadly covering four major damage model categories:

Each of these categories have different simulations and methods of determining how damage is dealt. This document will introduce their functionality and how to properly set them up for in-game use.

Understanding damage models

An important part of setting up entities for in-game use is understanding the Engine and Damage models. As mentioned previously each of categories offers something unique and specific for itself. The key differences between these damage models are:


As a part of the extensive damage models, each category can be subjected various distinct types of damage, including:

People can succumb to two additional types of damage:

In addition to the damage types mentioned above, vehicles may also be damaged by water. When submerged, a vehicle will be gradually damaged until it is destroyed, killing its crew, unless it’s configured as an amphibious vehicle (e.g. AAV7, BTR80, BRDM) or has deep fording capability (e.g. Leopard 2, HMMWV, T90).

Basic setup

Due to the nature of VBS2 damage models, proper setup is essential for objects to function in game as intended. Part of the setup for all of objects includes configuration of the model.cfg (for selections and hide animations), the config.cpp (for object properties, behaviour and eventHandlers), and the object’s 3D model (for fire geometry, hit points and materials). Before starting work on the implementation of the damage model for object a simple analysis needs to be done first. The goal of this analysis is to determine:

If vehicle:

If structure:

A more detailed discussion of the configuration of VBS2 objects for damage is covered here.

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