Arma 3
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ACE Armor Adjuster
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Data Type: Mod
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2022年8月15日 3時26分
2023年9月25日 23時42分
18 項目の変更履歴 ( 表示 )

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ACE Armor Adjuster

Sysroot 作成の 1 件のコレクション
Sysroot's Arma Mods
5 アイテム
解説
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!
人気スレッド 全て表示 (1)
3
1月8日 21時16分
31 gives you fairly accurate chest & diaphragm armor for the NIJ level stated.
Reticuli
270 件のコメント
ryuuhou 1月23日 18時45分 
@Reticuli I would like a screenshot of your setup.
Reticuli 1月23日 17時53分 
I set method of death to either, make instant death possible for both AI & player and turn chance of fatality to 66%, lower fractures to 33%, lower bleeding rate, turn most of the medical procedure times down somewhat except stitching and PAK, extend time that CPR can be done slightly before expiration, and recently turned the primary two ACE Medical thresholds from 1.02 that I have long used to instead 0.85. Now 50BW has a ~50% chance of immediate fatality with torso shot and only wearing hex CSAT fatigues. Naked dudes get messed up by a 45 acp well enough, while CSAT fatigues take 1-3 rounds. The ACE Armor Adjuster's sweet spot still seems to be 18 threshold and 34-36 armor buff, though with the other stuff I've changed the level 1 armor vests + CSAT fatigues now together get a slight buff that can't be circumvented and that they don't get individually.
julian 1月21日 20時49分 
@Sysroot Don't worry i actually found some kind of sweet spot so the AI wouldnt tank a 7.62 to the heart but still some weird things happened like reason of dead being a Weak concussion or a bruise
Sysroot  [作成者] 1月18日 12時46分 
@julian I'm very late to this, but I would not recommend setting the coefficient to zero; this results in a divide-by-zero internally which results in no damage being applied. This is why the slider does not allow you to reduce the value of the coefficients below 1 (although any value greater than zero should be okay generally speaking).

@Farinha I don't personally recommend any specific set of values since it will vary greatly depending on user preference, but Reticuli seems to have some good suggestions below :)

@Reticuli Thank you for providing this information! Your testing is appreciated.
Reticuli 1月18日 12時13分 
18 threshold and 34-36 coefficient on chest, abdomen, and diaphragm is a good sweetspot. Every other body part unchecked. Keeps everything 3A and below from buffing, even twin soft layers, 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, but CSAT was a pain without NGSW stuff or beyond, IMO. YMMV. If you want near pear adversaries, then 17 might be the easiest way to get it when CSAT have Kevlar fatigues combined with a tactical vest.
Farinha 1月4日 2時23分 
Do you have any recommended values to play with RHS?
julian 2024年10月21日 10時55分 
im using this mod and now the ai is immortal even when i have the AI Armor Coefficient to 0
Sysroot  [作成者] 2024年9月16日 13時48分 
@Stolt No idea, maybe!
Stolt 2024年9月16日 13時43分 
Is this compatible with Ace no medical?
Sysroot  [作成者] 2024年5月17日 15時13分 
@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.