Arma 3
AAPM Plate Pack: LITE
61 Comments
El Berl  [author] 3 Apr, 2021 @ 1:45am 
They're plate and panel inventory items that go inside the vest and beef up your armor accordingly.
shadowhunter388 3 Apr, 2021 @ 12:43am 
Just curious, are these custom models or just values to simulate armor?
Predator14 10 Jan, 2021 @ 3:26pm 
;)
El Berl  [author] 10 Jan, 2021 @ 3:17pm 
No prob!
Predator14 10 Jan, 2021 @ 3:17pm 
OK, thanks ! ;) yes my mods you made add too long loading time ...
El Berl  [author] 10 Jan, 2021 @ 3:14pm 
You don't need Universal Ammo System, but I highly recommend it to get the most functionality and realism out of AAPM or AAPM Lite.
Predator14 10 Jan, 2021 @ 3:06pm 
OK, thanks ! ;) if not and does he oblige to have the universal ammo mod? and the mod does increase loading times: /
El Berl  [author] 10 Jan, 2021 @ 2:55pm 
Aye, put the item in the vest and you're good to go.
Predator14 10 Jan, 2021 @ 2:48pm 
How to put on ballistic helmets? do we have it in the waistcoat?
El Berl  [author] 3 Jan, 2021 @ 7:28pm 
Very true. Good to hear the mod is working well.
Stray 3 Jan, 2021 @ 7:16pm 
Ya, that's why I recommended people change their settings base on Experience, because the best thing possible when there's millions of possibilities in the hands of the users, instead of limiting your possibilities become part of theirs.

Also I use your mod with Vanilla and it works fine, really helps with the Automatic plates submod only issue I notice is eventHandle debug showing up because it's not using ACE but it comes and goes
El Berl  [author] 3 Jan, 2021 @ 7:02pm 
Even then, that would only solve a portion of the problem. Uniforms and vests still have their own armor values, and a lot of them are still way out of whack with the norms.
Stray 3 Jan, 2021 @ 6:46pm 
Only thing I can think of honestly, having a recommend setting or preset for Medical such as Critical Thresholds, and recommend Universal Ammo System and if people enjoy the mod or how it works they can start changing their settings to fit around Plates or base it around 1.00 settings.
But that's just my idea
El Berl  [author] 3 Jan, 2021 @ 5:03pm 
Indeed, and it raises the question of how each mod will also sync their equipment and ammo. Each ammo mod will need different presets. What's arcade for CUP may be too strong by RHS standards.
Stray 3 Jan, 2021 @ 5:01pm 
I dunno if that will happen because like you said it's preferred settings and there's many communities, ACE even put on their documentations diffirent presets for what people could want.
Some people want realistic, some people want semi-realistic, some want lethal gunfights, while some want to feel like champions.

And that's what some people like about current ACE Medical ya it started out rough but being able to set things the way people like and the fixes it has really lets mission makers, players and Communties, Tailor to how they want to operate
El Berl  [author] 19 Nov, 2020 @ 11:36am 
What's really holding new ACE back is the fact that nobody has really standardized on how and which settings should be tweaked. It'll be impossible to balance or bench AAPM for realistic results if people are using their preferred settings. As such, I'm mostly just waiting things out until there is a community consensus. It'll happen, I'm sure.
Murdock 25 Oct, 2020 @ 10:53pm 
Neato. I don't want to force your hand its just the main AAPM makes things... hellish for the mission makers in my group. And huh, I never would have thought that. Like early on it was BAD but the settings now seem to be fairly fine once you actually tweak them.
El Berl  [author] 25 Oct, 2020 @ 10:38pm 
I'll consider that as an option when I get AAPM moved over to the new ACE medical system, thanks for the idea! There's surprisingly a pretty big holdout faction still using the pre-rewrite medical.
Murdock 25 Oct, 2020 @ 10:29pm 
I know its also a lot of work, but have you considered having two versions up on the workshop for those who love your content?
Murdock 25 Oct, 2020 @ 10:28pm 
Fair enough haha. I personally love using AAPM and the lite version at that just due to how it actually makes armor for my guys work and with how we run ACE. AFAIK now it seems to be fairly worked out for their medical but that could just be me. I'm curious how many people are still using the old system though.
El Berl  [author] 25 Oct, 2020 @ 10:14pm 
Ah, it's a common but nonetheless good question. I'm mostly waiting until they have the new medical system fully worked out. I can have compatibility for the old or the new, not both.
Murdock 25 Oct, 2020 @ 9:54pm 
I know you probably hate having this asked, but is there any eta on when this might be revised for use with ace 3?
El Berl  [author] 9 Sep, 2020 @ 12:47pm 
This version of AAPM is using earlier, non-revised scripting. I recommend switching to the full version until I revise this one.
Slingshot 9 Sep, 2020 @ 12:34pm 
I have the sam Problem as "Tex Tactical" these plates do nothing. (no ace or uas)
A Nickel 5 Jul, 2020 @ 11:40am 
I understand, thanks for the fast response!
El Berl  [author] 5 Jul, 2020 @ 11:37am 
New ACE still has the fundamental issues putting us off, indeed. I'm considering an update to the new version, but I'm holding off until it is objectively superior to the ole reliable in legacy / cobalt ACE.
A Nickel 5 Jul, 2020 @ 11:34am 
Berlioz, is your unit still having issues with the medical rewrite? Would love to see an update to the new version, but I understand it may be difficult to port and little interest if you don't personally use new ACE.
El Berl  [author] 22 Jun, 2020 @ 1:42pm 
That's definitely planned for a future version.
Hoplite 22 Jun, 2020 @ 1:21pm 
I would love to add this mod to my server, but is there any chance of compatibility with the latest ace versions ?
El Berl  [author] 9 Jun, 2020 @ 10:14am 
It's difficult to rework vest and uniform size without having to reduce plate weight. Bohemia unfortunately decided that making mass and bulk the same thing was a good idea.
Murdock 9 Jun, 2020 @ 8:25am 
Hi there. I love your work on AAPM as it provides myself and my friends a way to actually run more realistic missions. My only question is are there any plans to perhaps rework vest and uniform size in the future so that they aren't seemingly able to carry another person?
El Berl  [author] 21 May, 2020 @ 3:34pm 
Just a heads up, I'm planning on revamping AAPM Lite to become a dependent patch on AAPM III. It'll work by simply hiding the "non-essential" plates in AAPM III. This approach doesn't separate the two playerbases and also makes maintenance a lot easier on my end.
El Berl  [author] 14 Mar, 2020 @ 11:07am 
It technically should work without UAS, but it will work much better with UAS than without it.
Badjoe 14 Mar, 2020 @ 4:40am 
I have to ask, is this mod working without UAS? Just asking because it has UAS as a dependency.
El Berl  [author] 28 Feb, 2020 @ 9:59pm 
Just sent out the dupe fix. If you notice plates aren't taking durability losses, that's intentional.
Tex Tactical 31 Jan, 2020 @ 2:09pm 
Just a follow up to anyone else having the same issue...

Using the ACE Legacy mod from V. Berlioz's workshop fixed the issue!

Plate carriers can now withstand realistic amounts of damage before the AI or player-controlled characters risk penetration injury.
Tex Tactical 31 Jan, 2020 @ 10:04am 
I just downloaded v3.13.0 from ACE's website. Thanks for the advice...I'll go ahead and check out the Legacy version on your workshop.
El Berl  [author] 31 Jan, 2020 @ 8:36am 
That's usually a sign that the scripts aren't initializing or some other mod is running interference. Which version of ACE3 are you using? The new one has some reliability issues, and if you're encountering those then I recommend ignoring the workshop dependency and switching to Legacy ACE - which can be found on my workshop.
Tex Tactical 31 Jan, 2020 @ 8:24am 
Hi, V. Berlioz! Thank you for responding.

I am testing in the editor by equipping an AI unit with the plates and then playing the scenario to shoot him.

When I walk up to the body afterward, I can see that the vest had the plates in its inventory storage.
El Berl  [author] 31 Jan, 2020 @ 3:58am 
Are you testing in the editor or in virtual arsenal?
Tex Tactical 31 Jan, 2020 @ 3:40am 
Can someone help me with this mod, please?

I push the "+" button next to the armor plates in the virtual arsenal to add them to the vest, and they are added to the character (I can see the plates in the vest's storage in the inventory).

When I shoot the character, though, the armor plates don't seem to do anything. Even though the plates are in the vest storage, the AI character with the plates is still killed the same way (2 hits with an AKM) as in the vanilla ArmA 3 health and armor system.

I have both ACE 3 and CBA mods installed, so I don't know what is wrong.

Any help would be appreciated - thanks!
funless 29 Nov, 2019 @ 7:26am 
I love it!
El Berl  [author] 14 Nov, 2019 @ 6:02pm 
The adjustments to your vest loadout space are indeed part of the mod. As usual with my mods, you're free to modify that out of your copy as you see fit.
Rogal Dorn 14 Nov, 2019 @ 5:51pm 
hey got another question. are the vests load amounts bugged or is that part of the mod? If its apart of the mod is there a way to change that?
Rogal Dorn 11 Nov, 2019 @ 10:22am 
ok thanks
El Berl  [author] 11 Nov, 2019 @ 9:31am 
UAS' lines of ammunition are the only ones with unique values indicating armor piercing abilities, core hardness, muzzle velocity, muzzle energy, and projectile sharpness. These values are interpreted by AAPM and AAPM Lite alike in ways that significantly enhance realism. AAPM Lite does not need UAS, but it is strongly recommended to use UAS for the above reason.
Rogal Dorn 11 Nov, 2019 @ 9:25am 
is it required to have the UAS mod on with this mod?
El Berl  [author] 14 Oct, 2019 @ 4:00am 
To those getting errors, try running AAPM Lite with CBA and ACE3.
Wardogleader59 13 Oct, 2019 @ 12:48pm 
Recently started this issue where when this mod is added, certain ace items can't be removed, both IR strobes and Ear plugs show "no inventory space" when I try to remove them. It seems to happen once either the uniform, or the vest exceeds the default maximum capacity.
Flat Basset 12 Oct, 2019 @ 9:46pm 
getting errors at startup with only AAPM Lite activated.. no entry /bin/config.bin/CfgVehicles/CAManBase.scope and then when I go intothe editor, i get nearly the same error: no entry /bin/config.bin/CfgVehicles/CAManBase.side and I can not place any people on the map, only objects and vehicles. again, this is tested with all DLC and no other mods loaded but AAPM Lite