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@@ -0,0 +1,65 @@
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+# Vehicle EMP
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+
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+## EMP Duration
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+
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+The calculated duration is given by:
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+
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+```sqf
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+ _effectiveDuration = _empDuration * (1 + ((-_empResistancePercent)/100));
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+```
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+
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+or
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+
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+```c
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+Effective Duration = Ammo Duration * (1 + (-Resistance/100))
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+```
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+
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+Therefore:
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+
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+- A resistance of < 0 will produce an INCREASE in duration.
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+- A resistance of > 0 will produce a DECREASE in duration.
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+- A resistance of 0 will produce the same duration defined on the ammo.
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+- A resistance of 100 will produce a 0 duration (no effect).
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+- A duration of 0 will always result in no effect.
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+
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+> An effective duration of 0 is assumed for calculated durations < 1 for performance.
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+
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+## Configuration Properties
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+
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+### EMP Enabled
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+
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+Specify if the given ammo has an emp effect on vehicles.
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+
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+Where to define: `CfgAmmo -> Ammo`.
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+
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+`rd501_emp_vehicle_enabled=1`
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+
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+Default: `0`
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+
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+### EMP Max Duration
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+
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+You can specify how long a given set of ammo can disable a vehicle for (at maximum). Resistance will reduce this.
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+
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+Where to define: `CfgAmmo -> Ammo`.
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+
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+`rd501_emp_vehicle_duration=number`
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+
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+> `number` is the number of seconds this ammo will disable a vehicle for.
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+
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+> 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.
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+
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+Default: `10`
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+
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+### EMP Resistance
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+
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+You can specify a vehicles resistance (as a %) to the effects of EMP.
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+
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+Where to define: `CfgVehicles -> Vehicle`.
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+
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+`rd501_emp_vehicle_resistance_percent=number`
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+
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+> `number` is the whole number percentage (max 100, min unbound) which will be applied as a reduction to the given ammo's EMP duration.
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+
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+> `rd501_emp_vehicle_resistance_percent=100` is effectively disabling the effects on emp on the vehicle. (Immunity)
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+
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+Default: `0`
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