Arma 3
AAPM - Automatically Add Plates [Borked untill idk]
51 Comments
SkyKing[GER] 14 Apr, 2022 @ 12:39pm 
Use APS its good and its working ;)
Erde 23 Jan, 2021 @ 7:40am 
Just my luck. This mod was exactly what I was looking for. Oh well, it is not the end of the world. Hopefully one day you have the time and motivation to fix what is broken. Regardless of the situation, thank you for your contribution to the modding scene. Arma series wouldn't be the same without fine folk like you.
Knapperx  [author] 20 Jan, 2021 @ 3:17pm 
Mod's Broken till further notice
TumbleBee6 20 Jan, 2021 @ 2:50pm 
And I don't see any options in the Addon Options menu
TumbleBee6 20 Jan, 2021 @ 2:37pm 
Im using CBA
Knapperx  [author] 20 Jan, 2021 @ 1:37pm 
also, if your chestrig has 0 armor, no plates will be added
Knapperx  [author] 20 Jan, 2021 @ 1:37pm 
You need to be using CBA, after that the mod will add whatever class id you put in there (plates, mags, another chestrig) into a unit's chestrig.. if they have one.
if the classname of the default plates has changed you will have to change those fields
TumbleBee6 20 Jan, 2021 @ 2:56am 
I don't see any plates in my inventory when I press I
El Berl 3 Aug, 2020 @ 7:50pm 
Works great with RHS on my end.
LucSon 3 Aug, 2020 @ 7:49pm 
RHS compatible?
Knapperx  [author] 17 Jul, 2020 @ 6:34pm 
the mod takes the armor vest values of a side and then adds a plate upon that unit spawning using cba. however, csat has no armored vests so any unit in faction "csat" gets assigned whatever opfor plate lvl 3 is. but if it broke it broke
Knapperx  [author] 17 Jul, 2020 @ 4:31pm 
basegame csat gets plates.
Knapperx  [author] 24 Apr, 2020 @ 6:21pm 
it should, that being said, i haven't tested it
PsychosocialPenguin 24 Apr, 2020 @ 3:52am 
also curious if this could somehow work with ALiVE.
Knapperx  [author] 9 Apr, 2020 @ 6:23pm 
yeah, its Lite Compatible
Cursed 9 Apr, 2020 @ 7:51am 
AAPM Lite compatible?
D.Cub3d 4 Jan, 2020 @ 12:11pm 
This is awesome. Do you know if this will work with ALiVE and the way it spawns units in?
Knapperx  [author] 4 Jan, 2020 @ 11:47am 
Transflux, yes. upon a unit init, it detects their faction and what ammount of armor they are currently wearing, and then adds a plate to the unit. you can configure what armor values get what plate to your liking
D.Cub3d 4 Jan, 2020 @ 9:03am 
Does this make AAPM compatible with virtually all unit mods by adding plate to them dynamically? I want to use AAPM but I'm not sure if it will work well since I'll be mainly using RHS and the Community Factions Pack (RHS has a patch and CUP does too but CFP uses it's own units and factions so the CUP patch wont work I'd assume).

Hoping this can be used to make AAPM work with the most amount of factions.
GordonQuick 8 Nov, 2019 @ 8:50pm 
upvote for cade
Knapperx  [author] 17 Oct, 2019 @ 8:25pm 
this mod doesnt divide by zero
El Berl 16 Oct, 2019 @ 5:45pm 
See if that happens with just this mod and its requirements loaded.
xray 16 Oct, 2019 @ 5:40pm 
Caused a status_integer_divided_by_zero crash (with other mods loaded)
Knapperx  [author] 11 Sep, 2019 @ 6:18pm 
You can now make the mod backwards compatible with the Lite version!
El Berl 11 Sep, 2019 @ 11:39am 
Unlikely, considering differences in classnames.
Miri 11 Sep, 2019 @ 11:37am 
Would this work with the Lite version?
Deskclaw 11 Sep, 2019 @ 4:24am 
;D a mod to PASS THOSE PLATES AROUND!
El Berl 11 Sep, 2019 @ 4:15am 
That's all only tangentially related to the SQF scheduler I was referencing and discussing. The advice is nonetheless appreciated.
riotgrrl_adria 10 Sep, 2019 @ 9:11pm 
Please don't take anything here as mean spirited criticism. I think the idea is awesome, and your execution works fine. I'm offering some nip tucks that can help out if you wish to make this into something bigger in the future.
riotgrrl_adria 10 Sep, 2019 @ 9:08pm 
The performance impact is probably very low since your only applying this to a single unit ever 10 seconds. However, one should always code in the most efficient manner. If you plan on scaling this up to allow it to do so to a larger amount of troops earlier on in the mission, then little things can pay off.
riotgrrl_adria 10 Sep, 2019 @ 9:05pm 
I assume your also trying to avoid using event handlers like in CBA to avoid having that a requirement?
That saves on processor time as you only need to raise the event when new actors are present in the mission.
riotgrrl_adria 10 Sep, 2019 @ 8:58pm 
"Remember the difference between unscheduled and scheduled code."

I've been coding since I was 16. That was almost 20 years ago.

Always reduce the total number of CPU cycles needed to execute code, especially in video games where game code is already fighting for processor time. In games, one wants to avoid using loops outside of the engine's internal main loop as it can manifest in (extreme cases) dropped frames, micro-stuttering, etc.
I have not the time to take apart your code and look at it (plus I haven't coded anything for Arma in 2 years). I'm assuming that your trying to get all units including those spawned in through other scripts mid mission and attached to sideLogic and put them into an array and move through the array, comparing info about the side then adding the chest plate to whatever unit is currently next in the stack?
Some Toast 10 Sep, 2019 @ 3:56pm 
Alright its working fine now, great job!
Prætor 10 Sep, 2019 @ 3:25pm 
Yeah its AAPM

A utomatically
A dds
P lates
M an
RastaBludClotVarine 10 Sep, 2019 @ 3:24pm 
thanks bro.
Knapperx  [author] 10 Sep, 2019 @ 3:20pm 
Yeah, thanks a ton toast, the version I uploaded had an error in it. Its fixed now.
Some Toast 10 Sep, 2019 @ 2:02pm 
So more testing and I am only using the minimum for mods as to avoid conflicts and still nothing happens. If there is a test condition you know works so I can replicate it or any ideas on what I might be doing wrong that would be great.
Some Toast 10 Sep, 2019 @ 1:23pm 
Okay so it must be my game, I do have AAPM and its dependencies but this does not give any plates to any unit at least so far in my testing.
Knapperx  [author] 10 Sep, 2019 @ 1:07pm 
Some Toast, this mod does not add any items, you need AAPM III mod, it will apply to any mission as long as the mod is running on the host. It gives a plate to all units, as long as they have a chestrig with armor (CSAT being the exception). Your unit will also get an armor plate on initial spawn, and AI will too. When you die the plates tend to "pop" and get destroyed completely so you wont see many dead ai with plates, even with headshots, its an AAPM III issue.
Some Toast 10 Sep, 2019 @ 12:02pm 
So not totally sure what the rules of this mod are, is it mission based? Does it work for AI units? I haven't yet seen a unit be given a plate so I don't know if its the mod or my game.
Henderson 10 Sep, 2019 @ 10:52am 
Because Rubitron. Plates. Plates. Plates. It's like the british with tea and crumpets. PLATES PLATES PLATES
Rubitron 5001 10 Sep, 2019 @ 10:19am 
I don't get it. Why?
El Berl 10 Sep, 2019 @ 9:39am 
ESAPI plates are too weak. Gotta go with XSAPI.
ElPedroChicoRaulAlfonsoTejada 10 Sep, 2019 @ 7:42am 
father i crave esapi plates
El Berl 9 Sep, 2019 @ 1:46pm 
The issue is that AAPM itself needs to have the plate present before a HandleDamage would execute. I don't think the performance penalty is anywhere near as large as you two are making it out to be. Remember the difference between unscheduled and scheduled code.
Knapperx  [author] 9 Sep, 2019 @ 1:43pm 
I mean, yeah, HandleDamage wont work. If there was a way to check if a unit exists on initializaton, and check if a unit gets spawned mid-scenario, i would look into changing that, but for now it checks every 10 seconds to see if a unit exists and has a variable attached to them, and then executes the code.
riotgrrl_adria 9 Sep, 2019 @ 12:45pm 
Second what VileAce says.
Arma is incredibly core and thread bound, only utilizing 2 cores and 4 thread. Every time this loops, your going to be adding additional strain upon the very limited resources that the game already gives you.
People with very low end and slower processors and gonna feel this implementation.
El Berl 8 Sep, 2019 @ 8:06am 
I'm not so sure if that would work, VileAce. Have you tried AAPM?
Vile 8 Sep, 2019 @ 6:16am 
Really not the best way to write this script/ You are much better off using the HandleDamage event handler. Using a timed loop is going to add a lot of unneeded program cycles. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HandleDamage
El Berl 7 Sep, 2019 @ 9:54am 
Excellent.