Arma 3
Adjust Unit or Vehicle Health or Armor
21 Comments
TechnoTroglodyte 13 Jun @ 1:11am 
This seems to reset damage every time I crash, it works to reduce, but each new crash fully fixes the vehicle and applies new damage (if at all depending on the impact) Any insight?
PretzelDarter 17 Nov, 2024 @ 3:46pm 
Does the name need to be the variable name? I'm trying this in a mission and it's working when I run it in singleplayer, but when I test it in multiplayer it's applying to either playable unit (1 blufor vs 1 opfor) rather than just one of the two and I really don't know what I'm doing wrong
Bostonian  [author] 29 Sep, 2024 @ 3:23am 
@Stolt disable ACE vehicle damage.
Bostonian  [author] 29 Sep, 2024 @ 3:21am 
@dazedleader I don't use Zeus but I belive there is a way to integrate compositions. May be better to change the script to apply to the nearest unit though instead of named unit—that way you could spawn in your vehicle and then place one of these triggers next to it and apply the script. Just an idea. You're welcome to modify in anyway as needed.
Bostonian  [author] 29 Sep, 2024 @ 3:17am 
@Stolt Works with RHS. I don't use ACE but theoretically should. Try it out.
Stolt 25 Sep, 2024 @ 1:59am 
Yo does this work:
1. Without Ace?
2. With RHS?
dazedleader 22 Jun, 2024 @ 4:05pm 
is there a way for this to be added to zeus
Chief Zuma 31 Dec, 2023 @ 9:02am 
Thanks for this - It's kind of saved GM for me. I didn't enjoy it much when all of the AI squads would instakill eachother. Now I can get the setting with somewhat closer to Vanilla damage values, which makes the game flow better.
Bostonian  [author] 12 Dec, 2023 @ 1:40pm 
@Era

Just leave it in the trigger if you're having trouble, or copy past the code for only one unit into your unit's init and match the variable name.
Era 12 Dec, 2023 @ 4:49am 
This works with Ace, but you need to disable "Ace Vehicle Damage"
How do you use it for a single unit though in its init?
When I try it comes up with "Missing } " , then "Missing ] " if I put that in, etc
ALEX 3 Oct, 2023 @ 4:14pm 
Is it possible to do something so that it seems only to infantry and even those that will be spawned later?
Cochise 5 Apr, 2023 @ 9:58pm 
Works great! Thanks for this!
Bostonian  [author] 10 May, 2022 @ 5:33pm 
@noumenalism it's possible something like ACE might interfere with it—I'm not sure because I don't use it—but otherwise it should be compatible.
noumenalism 6 May, 2022 @ 11:33am 
The script might be incompatible with certain mods. It seems to work only if I have no mods loaded. Still trying to figure out which mod interferes but thanks for this awesome template!
Bostonian  [author] 3 Mar, 2022 @ 9:48am 
@pickled_bacon It's a composition, you need to place the trigger down, double click on it, change the values and the name of the units to match the name of the unit you want to change damage on. 0.5 is half damage, 10 would be 10x the normal damage.
☆ Pickled_bacon 2 Mar, 2022 @ 8:35pm 
(i might be an idiot) This doesn't work for me, I put a man civ down, then shot him, he died, I put the civ as unit 3. could you please help?
☃︎❄️IceColdCubes❄☃ 19 Jan, 2021 @ 8:07am 
Thanks for helping me clear up my confusion so download look for it in the section with 3 dots composition and place a trigger down and add unit or vehicle name. I do apologize if i'm wrong I'm new to composition stuff.
Bostonian  [author] 19 Jan, 2021 @ 4:31am 
If you click on groups a new section will appear—a circle with three dots around it—for custom compositions. Click on that go down to Steam subscribed content. Checkout the example image below:

https://arma3.com/assets/img/misc/workshop101/workshop_download_composition_2.png

Should be in there, and then you'll need to name your unit or vehicle and add the name into the trigger after you've placed it.. Let me know if you have any trouble and I'll see about making a video with instructions.
☃︎❄️IceColdCubes❄☃ 18 Jan, 2021 @ 5:08pm 
Where can I find this in the editor? a bit confused.
Bostonian  [author] 17 Jan, 2021 @ 12:30pm 
Nope, other way round—setting it to 0.5 means a unit will take 50% of damaged received, setting it to 2 will make it 200%.

Remember, 1 is normal damage and this is multiplying the damage a unit RECEIVES when its hit (not how much it can take) by the number you're changing, so a lower value means less damage done.

e.g. 1x1 = 1 (normal damage), 1x0.5=0.5 (half damage), 1x2=2 (double damage).

Hopefully that's quite clear now.

Its great for vehicles. You don't really need to, but I've gone as high as 10000 for testing.
dragz4life 15 Jan, 2021 @ 1:50am 
so if i set it to half damage, does that mean it'd be way easier to kill?