Arma 3
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ACE Armor Adjuster
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Data Type: Mod
File Size
Posted
Updated
148.715 KB
15 Aug, 2022 @ 3:26am
11 Aug @ 10:36am
21 Change Notes ( view )

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ACE Armor Adjuster

In 1 collection by Sysroot
Sysroot's Arma Mods
5 items
Description
THIS MOD IS FOR CURRENT POST-REWRITE ACE MEDICAL!
ADDITIONALLY, THIS MOD ONLY CHANGES HOW MUCH DAMAGE ACE RECEIVES THROUGH ARMOR, NOT THE LIKELIHOOD OR FATALITY CHANCE OF ANY INJURIES. YOU CAN CHANGE THOSE THROUGH ACE MEDICAL'S SETTINGS!

ACE Armor Adjuster
This is a simple and lightweight adjustment mod for ACE Medical. This mod adds various settings to the Addon Options menu under the "Ace Armor Adjuster" addon which can be used to set how effective armor is at preventing ACE Medical damage. The mod is fully multiplayer compatible, and applies to both players and AI (separately adjustable).

Some additional features include:
  • Separately adjustable armor coefficients for the different sides (BLUFOR, OPFOR, CIVILIAN, INDEPENDENT)
  • Ability to tweak multipliers for individual hitpoints
  • Ability to toggle default ACE damage handling for individual hitpoints
  • Ability to tweak armor's explosive resistance



FAQ:
Q: How does this mod work?
A: It looks for and overrides ACE Medical's "HandleDamage" event handler with a custom one, allowing it to change the way ACE Medical calculates damage without interfering with other mods.

Q: Doesn't equalizing armor with the armor coefficient make all armor identical?
A: While it's true that the equalization makes all armor identical at the surface level, the underlying damage handling done by ACE Medical is still different depending on the armor present. In other words, stronger armor is still stronger, and weaker armor is still weaker. The equalization simply ensures that ACE Medical treats all armor in a consistent manner, which is defined by the armor coefficient.

tl;dr: Yes, but no. Different armor will still behave differently.

Q: Will this mod break other mods?
A: Unlikely unless that other mod is also overriding ACE Medical's damage behavior. Give it a test!

Q: Who needs to have the mod for it to work?
A: Everyone, including the server.

Q: How do I set unit-specific armor coefficients and hitpoint multipliers (i.e. via Zeus)?
A: You can run
this setVariable ["AAA_ArmorCoef", COEF];
in the unit's init to set a unit-specific armor coefficient, where COEF is the armor coefficient value.

As for unit-specific hitpoint multipliers, you can run
this setVariable ["AAA_HITPOINT_MULT", MULT];
in the unit's init, where HITPOINT is any hitpoint name (HitHead, HitChest, HitFace, etc.) and the MULT after the comma is the multiplier value.

Q: Can you add [something] to the mod?
A: Leave a comment and I'll consider it and get back to you!

Q: Is the mod signed?
A: Yep! The .bikey file is included in the mod.

Q: Can I modify/repack/reverse-engineer/redistribute/etc. this mod?
A: Of course! This mod's files are open source on Github[github.com] and licensed under Apache 2.0[www.apache.org], so the only condition is that you credit me somewhere and make note of the changes you made!



If you have any questions not covered by the FAQ above, please feel free to comment them!

Localized for English, Spanish, German, Simplified Chinese, Japanese, Italian, French, Polish, Russian, Portuguese, and Czech. If you are a native/fluent speaker of one of these languages and would like to suggest a correction to any of the localizations, or if you would like to assist in adding a new language, let me know in the comments!
Popular Discussions View All (1)
6
1
11 Aug @ 6:58pm
31 gives you fairly accurate chest & diaphragm armor for the NIJ level stated.
Reticuli
335 Comments
Sysroot  [author] 10 hours ago 
@The Tree I wasn't aware it's out of date since I no longer actively play Arma; I'll have to look into this. Has it stopped working entirely?
The Tree 10 hours ago 
What is your plans to get this up to date with the latest version of ACE? I am in a unit where we want to use it but cant since its out of date.
John Rojo 14 Nov @ 1:40pm 
@Digby si funciona, pero debes configurar bien el ace armor ya que las lesiones se vuelven mas graves
Sysroot  [author] 13 Nov @ 7:48pm 
@Digby No idea, probably though!
Digby 11 Nov @ 3:10pm 
does this work with KAT Medical?
Sysroot  [author] 18 Sep @ 9:18pm 
@Ruby Rose That depends what you mean by "the armor adjuster values" -- do you mean the server-wide settings or unit-specific init?

@Kumavio Glad it's helping you out! :)
Father Vio 17 Sep @ 6:04pm 
I have been able to do something epic with this mod. Avid lover of RHS, not really a lover of how ace3 and RHS handle bullet penetration. Using some other armor mods and this mod I was able to pretty much "fix" RHS armor. By setting base armor to 0, and turning on force base armor, I removed the base armor value applied to all units and clothing by only enabling this mod for pelvis, body, and the limbs.

Before doing this, I shot an ai in the leg with 9mm FMJ and it BRUISED HIS LEG. I was in shock. I tried this again after removing his clothing and got the same result. I am assuming it has something to do with how arma handles unit hurt boxes and armor values. After setting up the settings in the way I described, I was able to cause severe bleeding with a shot to the thigh, arms, and even the lower part of the body uncovered by armor.
Ruby Rose 15 Sep @ 10:31pm 
I'm having an issue when hosting zeus that freshly spawned players aren't having the armor adjuster values applied to them, only once they die and respawn does it start to work, any ideas?
kikindul 26 Aug @ 10:00am 
best mod ever
imnottheone 24 Aug @ 12:02pm 
reticuli how do i install/use your version?