Arma 3
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ACE Armor Adjuster
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Data Type: Mod
File Size
Posted
Updated
135.742 KB
15 Aug, 2022 @ 3:26am
25 Sep, 2023 @ 11:42pm
18 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)
3
8 Jan @ 9:16pm
31 gives you fairly accurate chest & diaphragm armor for the NIJ level stated.
Reticuli
266 Comments
Reticuli 8 Jan @ 9:15pm 
18 threshold and 34 coefficient on chest, abdomen, and diaphragm is a good sweet spot. Every other body part unchecked. Keeps everything 3A and below from buffing, and gives everything above the press vest enhancement so that you have a range of almost full level 3 to very capable level 4 stuff that isn't sci fi level. I was previously using 17 threshold and 36 coefficient, but CSAT was a pain without NGSW stuff and carrier special was a bit too buffed, IMO. YMMV.
Farinha 4 Jan @ 2:23am 
Do you have any recommended values to play with RHS?
julian 21 Oct, 2024 @ 10:55am 
im using this mod and now the ai is immortal even when i have the AI Armor Coefficient to 0
Sysroot  [author] 16 Sep, 2024 @ 1:48pm 
@Stolt No idea, maybe!
Stolt 16 Sep, 2024 @ 1:43pm 
Is this compatible with Ace no medical?
Sysroot  [author] 17 May, 2024 @ 3:13pm 
@dazedleader Perhaps, but I've been on (and continue to be on) a hiatus from arma modding, so I don't know when/if I will do it. The mod is open source, so any other interested modders are welcome to improve upon it.

@PINA sheesh I do not believe that error would be caused by this mod; this mod does not check for any specific version of ACE and instead simply overrides an event handler. Please ensure this mod is what is causing the issue.
PINA sheesh 17 May, 2024 @ 1:30am 
ive had errors ith this mod, says ace is not up to date
dazedleader 12 May, 2024 @ 11:39am 
is it possible to add this for ground and air vehicles?
Kotletka 25 Mar, 2024 @ 1:21pm 
Bro. I. Like. You. And. Your. Mod. BECAUSE IT'S A BEST ACE'MOD
Redwan S. 18 Mar, 2024 @ 8:23pm 
Hello @Sysroot

I have been doing some testing on a dedicated server and it seems that the changes are not being applied to JiP players.