aeoliana 22 Posted February 3, 2014 (edited) If I am holding a pistol in my hands that is stored in my inventory in my pants, it should not break when I am shot in the leg. I have died several times when the pistol I am holding became unable to fire due to the clothing it was stored in getting ruined as a result of a shot taken during the fight. Seems like this would be a relatively simple improvement to implement. Edited February 3, 2014 by aeoliana 6 Share this post Link to post Share on other sites
Geckofrog7 1169 Posted February 3, 2014 Seems like this would be a relatively simple improvement to implement.Not as simple as you think... 1 Share this post Link to post Share on other sites
Jackgundy 26 Posted February 3, 2014 They'd have to change the whole entire system for items taking damage due to their storage being hit for this to change, so no, not a simple fix. Try utilizing protector cases. Share this post Link to post Share on other sites
darksteeljorge 96 Posted February 4, 2014 I think ruined stuff should be fixed because an m4 shot ruins the whole thing, I would say every shot ruins just one thing in inventory Share this post Link to post Share on other sites
KerrSG1 113 Posted February 4, 2014 This is a problem that should be fixed. As much as I'd like the idea of someone getting nothing from my corpse after KOS, it makes no sense to ruin everything. A random item for each hit from a gun or weapon, maybe, but not every item. Share this post Link to post Share on other sites
Ironclad11 8 Posted February 4, 2014 You don't have to "change the whole system". You just need to add a check to see whether the stored item is currently in hands or not. (Easiest way would be to set a flag "in_use") 3 Share this post Link to post Share on other sites
aeoliana 22 Posted February 7, 2014 Not as simple as you think... Care to elaborate? They'd have to change the whole entire system for items taking damage due to their storage being hit for this to change, so no, not a simple fix. Try utilizing protector cases. Unless I am underestimating the depth of the existing system, I feel like a conditional would make this disappear. Share this post Link to post Share on other sites
Sutinen 635 Posted February 7, 2014 Yeah, that doesn't make too much sense. It probably will be fixed. Share this post Link to post Share on other sites
EroticOstrich 0 Posted February 8, 2014 Agree! After I kill someone it's always annoying to find 80% of their gear broken as a result. Share this post Link to post Share on other sites
AllDayZSimon 75 Posted February 8, 2014 Why not just add weapon hitboxes? You get shot in the head, you take more damage than getting shot in the leg.. It's not "Reworking an entire system" as much as it is adding to an existing one. How do you expect them to add vehicles to the game if they can't choose what items can and can't be damaged? "Shooting out tires would need an entire overhaul, or else it would just damage the car itself!". Share this post Link to post Share on other sites
basinox 300 Posted February 8, 2014 You don't have to "change the whole system". You just need to add a check to see whether the stored item is currently in hands or not. (Easiest way would be to set a flag "in_use")Something like this would make sense and still allows all other items to be destroyed. 1 Share this post Link to post Share on other sites
dallas 5195 Posted February 8, 2014 Seems like this would be a relatively simple improvement to implement.Care to elaborate from a coding perspective? 1 Share this post Link to post Share on other sites
VuRaL 46 Posted February 8, 2014 Even if it is logical, it will just give more guns to KoS guys. Share this post Link to post Share on other sites
akafugitive 244 Posted February 8, 2014 (edited) I dunno it could be easy, could make a ghost copy that is slightly transparent to reserve the slot when it is moved to the hands. I mean currently you can pick items up from the ground into your hands without them needing inventory space assignment so it seems possible Edited February 8, 2014 by akafugitive Share this post Link to post Share on other sites
Baarn 53 Posted February 8, 2014 I don't think this is intended behavior.Report it on the bug tracker and provide a link here. Share this post Link to post Share on other sites
aeoliana 22 Posted February 8, 2014 Care to elaborate from a coding perspective? I'm not familiar with the object model for the ArmA engine, but something like the following would be the basic idea (while iterating bag contents and damaging them) if (player.held_item == null || items.item_id != player.held_item.item_id) items.set_quality(quality.ruined) Share this post Link to post Share on other sites
RedDogMT 41 Posted February 8, 2014 (edited) The OP has a good point. For a game that likes to use realism, a weapon held in hand should not be damaged unless the hand is hit. The fix would likely be pretty easy. Even if a pistol is stored in a backpack, it is flagged as in-hand when it is in hand. As damage is done to the backpack, it should be easy enough to exclude damage for an in-hand item. Now, I do not know if weapons have hit boxes in DayZ. If they do not, it should be easy enough to include any in-hand items in the list of items to be damaged if the hand/arm is struck. All that would need to be done is to update a flag/pointer whenever an item is place in the hand. Edited February 8, 2014 by RedDogMT Share this post Link to post Share on other sites
overdosed (DayZ) 77 Posted February 8, 2014 Yeah thats something thats been bugging me, but for that to happen I think that pistols have to have their own slot right now, as item damage is still handled extremely rudimentary. Share this post Link to post Share on other sites
Corto 34 Posted February 8, 2014 If the item is in the hands and you got shot in the leg where the item was stored the item should not get ruined, they will surely fix that in time. Still, for a game that is aiming for realism, the fact that you can hear people eating or drinking a room or a floor away is not very realistic. So, the game is what it is at the moment and we should wait until it's finished to decide if it's realism what it pretends or just annoy the players. Share this post Link to post Share on other sites