Arma 3
Impact
113 Comments
Da Red Gobbo 8 Apr @ 7:06am 
Not compatible with antistasi ultimate in MP
Slender 12 Jul, 2024 @ 8:27am 
I had the same question of Jaeger lol I've never seen there were commands xD I tought the mod was broken or something. I'll try them. Also, adding a HUD to configure the mod would be nice.
Jaeger 31 Mar, 2024 @ 3:05pm 
@Boyar
Thanks for the info
Boyar 31 Mar, 2024 @ 2:13pm 
@Jaeger
nope
Jaeger 11 Feb, 2024 @ 8:31am 
Is this mod compatible with Death and Hit reaction ?
Haleks  [author] 17 Jul, 2023 @ 10:59am 
@TheCombatFox : Glad to hear it's working fine along custom scripts. :D
TheCombatFox 16 Jul, 2023 @ 5:09am 
I thought that was the work of a scenario I play... I blends in so well with the scenario custom medical script where they won't die immediately and bleed out in a lying position until someone get to them to patch up
TheCombatFox 16 Jul, 2023 @ 5:06am 
@Haleks
Oh you mean the part where they fall down when it isn't fatal and get back up?
Haleks  [author] 16 Jul, 2023 @ 4:23am 
@TheCombatFox : you can easily test it yourself : open the VR map, spawn a player and a NPC - don't forget to disable damage on said NPC. Play the scenario, and unload on the NPC (I suggest the MX rifle for basic testing). You should see him fall down pretty quick.
TheCombatFox 15 Jul, 2023 @ 10:27pm 
Tbh I can't tell the difference between the vanilla.. Can you make upload a video showcasing the mod?
Ted 11 Jul, 2023 @ 4:35am 
Im a bit stupid,can anyone explain how to configure this on a dedicated server?
David 21 Jun, 2023 @ 9:22pm 
It's all good bro! Thanks for fixing it!
Haleks  [author] 21 Jun, 2023 @ 5:10am 
@David : Ok, I just realized that the EH I'm using needs to be added from the shooter's machine as well... The update I just pushed should fix that - sorry for taking so long to notice the issue folks. :/
David 20 Jun, 2023 @ 9:56am 
I've noticed other people in the previous comments also talk about this not working in multiplayer. I'm not sure if these other problems have been solved though.
David 20 Jun, 2023 @ 9:52am 
Yes, the server is loading it, I am loading it. I even upped the chance for impact to occur, and I have not had a single instance where it works on a dedicated server.
Haleks  [author] 20 Jun, 2023 @ 2:40am 
@David : is the mod loaded on the server as well ? Since AI are usually spawned server-side (and since the code runs where units are local), it's important to have it loaded on the server. Some content/scenarios may spawn units client-side (like my Ravage mod), which is why I advice to have the mod running on players machines too.
David 19 Jun, 2023 @ 9:11am 
It is not working for me on my server. The enemies don't ever ragdoll.
Haleks  [author] 19 Jun, 2023 @ 2:54am 
@David : the mod runs client-side, so yeah, it will work in any environment as long as everyone in the session has it loaded.
David 18 Jun, 2023 @ 5:09pm 
Does this mod work on Dedicated servers?
David 15 Jun, 2023 @ 3:08pm 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈It's not that they don't register, it's that the bullet loses so much velocity by the time it reaches the target at that distance, that the impact from the bullet is no longer enough to drop the enemy.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 8 Jun, 2023 @ 5:44pm 
Cool mod.

Kinda weird that the AI do ragdoll somersaults when shot with anything like a rifle and sometimes the impacts don't register (seems to be past 600+ meters?).
Desk Human 2 Jun, 2023 @ 7:44pm 
one big problem: anyone who is ragdolled turns almost invincible
Archine 7 Mar, 2023 @ 3:45am 
pretty cool, but wish they'd actually take damage
GOMERSGOOD 21 Oct, 2022 @ 6:56pm 
trying to run this on MP exile server, this go in the initPlayer? as is for players? do i need to change namespace for something else?
GOMERSGOOD 21 Oct, 2022 @ 9:56am 
i wanted to use this with exile on multiplayer, that possible? would i still use missionnamespace to launch it? inside initplayer?
TheNightBird 21 Aug, 2022 @ 11:59am 
Hello!

I wanted to further adapt this mod for my own use, namely making the "knockout" timer a random time between 1-30 secs, and making it always apply to player to skip the "missionspace variable part". Any chance I could get access to raw files? I am unsure if I am breaking your license by doing any of this.
☠ Kibbe_Surdo ☠ 15 Aug, 2022 @ 2:00am 
nope they keep flying :/ anything i can do to test lmk
☠ Kibbe_Surdo ☠ 14 Aug, 2022 @ 9:39pm 
same issue here although I will try using the ragdoll ++ mod to se if it fixes the issue, idk if its compatible btw, thanks ina advance for any tips or clues
Dovahkiin 13 Jul, 2022 @ 4:33am 
I believe I can fly, I believe I can touch the sky....
"AI before die"
Rhym3z 12 Jul, 2022 @ 3:13am 
Getting flying ragdolls. 1 shot from any weapon is sending the AI to the moon
macfire19 5 Jul, 2022 @ 2:07pm 
Lol yea, no...shooting someone using a level 6 vest in the chest with a 9mm from 15m away causes them to fly backward and land on their back. Completely uninjured, mind you.
uZi 4 Jul, 2022 @ 6:23pm 
Good mod but I did some testing and I found that using 7.62 caliber or higher, when shot in the chest, the body does a complete backflip and lands on their chest while if I use 5.56, they push away and land forcefully on their back but their legs completely vertical. This feel kind of exaggarted. I even tried equiping them with vests that have strongest ballistics protection but it didn't make any difference to their getting hit animation.

I am using ragdoll physics plus+ mod with this.
Oratian 3 Jul, 2022 @ 7:19pm 
This is dope, thank you.
tranasa1234 20 Jun, 2022 @ 5:16pm 
flying ragdolls. help please
The Shadowbroker 5 Jun, 2022 @ 12:58pm 
everytime i see opfor get hit by a .300 winmag from 400m using blastcore murr, impact and PIR i get what can only be described as a wargasm lol
The Shadowbroker 5 Jun, 2022 @ 12:57pm 
I just wanted to express my grattitude to you halek for this mod:) this is what arma really needed most. now caliber actually matters on the battlefield.
gman 17 May, 2022 @ 4:55am 
anyone else getting ragdolled when walking into a squadmate? I think it has to do with walkable moving objects mod
juno 8 May, 2022 @ 9:54am 
nvm i figured it out i basically just put ["impactEnabledOn_unitclassname", true]; in the mission init haha
juno 8 May, 2022 @ 9:18am 
how can I add modded units to utilize impact? is it possible without breaking things?
Cursed 27 Apr, 2022 @ 9:58am 
@I am black
No, it does not affect your performance and framerate, and it does pretty well with the AI can/cannot unconscious just like ace mod, But without ace. AND one last thing, it does unconscious your AI also.
Cursed 27 Apr, 2022 @ 9:56am 
@Haleks, few issue with your mod...

If loaded with ragdoll mods e.g. (RHRM, Realistic Unit Ragdoll, Ragdoll Physics+ (but a better a lil bit, makes limbs heavier), etc.) the victim became helicopters/cartwheels for 1-3 meters,

If unload with ragdoll mods works fine like pristine. But all of the hits make my AI unconscious even fully healed by zeus (no ace btw).

its a cool mod and very useful for a bit of realism I suppose.
SSG 26 Apr, 2022 @ 9:29am 
Regarding MP compatibility issue, this may be due to addForce being local...a possible intermediate treatment could be to add "setConscious true" right after addForce, then on client side ragdoll should fire, though the "momentum kick" might happen only on server side. Works fine in SP, but not tested in MP.
I am black 25 Apr, 2022 @ 8:49am 
Does it affect the framerate?
I am black 25 Apr, 2022 @ 8:49am 
Does it affect the framerate?
Raz 19 Apr, 2022 @ 4:21pm 
Hey, great mod but Im noticing that the mod is not working as intended in my dedicated server. Is it not MP supported?
SSG 17 Apr, 2022 @ 9:20am 
Did an experiment on my last, ragdolling only happens in the first few seconds of the hit, after that the unit will revert to unconscious state and rolls on the ground, not like a dead body; still, lengthened wait time would cause player to do more lookout, I think
SSG 17 Apr, 2022 @ 8:57am 
If delay of unconscious state is related to how hard the unit is hit (i.e. 5s or less for 9mm hit, and 15s for rifle hit if not killed, instead of a fixed 5s), sh*t would be much more unpredictable:steamhappy: for example, you would have to get every fresh dead body a finish shot, and you can't take your eyes off a fallen target behind obstacles for as long as 15s or even 30, which is very dangerous in CQB...
valrossenOliver 16 Apr, 2022 @ 5:14am 
Would love preview video!
mnx20038 14 Apr, 2022 @ 11:26am 
excellent job man!
what if you use impact for explosion ?!!
Jinkis 13 Apr, 2022 @ 9:53am 
@J3FF Really hope this can be approved