Arma 3
Armor Plates System
659 Comments
diwako  [author] 15 Jul @ 9:38am 
Small update released.

Fixes with the new ACE release.
diwako  [author] 24 Jun @ 2:53am 
Small update released

Several bugfixes, things like being flung around by other mods causing ragdolling means you are not forever stuck in the animation anymore.
The auto injector does work as morphine in ace mode
in ace mode the armor plate HP can be increased a lot higher now
You can now use the context menu from ZEN to heal people in standalone mode.
diwako  [author] 24 Jun @ 2:38am 
You can reset your settings by going into the Addon Options menu, selecting the Armor Plate System category and then just pressing the "return" arrow next to the setting. You might need to do that for server, mission and client tabs
Ed Strider 23 Jun @ 4:25pm 
I'm having a problem where the damage direction indications does not work. Is there any setting i can use? And more importantly: Suppose i want to return all settings of the mod to their default values, what should i do? Uninstall/Reinstall? Is there a folder i can delete with such settings?

Thanks!
Reticuli 19 Jun @ 11:20am 
You heard of any mods that will allow the caliber value for ammo to influence existing Arma 3 body armor penetration like it does on vehicles and obstacles?
diwako  [author] 17 Jun @ 4:49am 
And if you mean the AI squad mates rushing to revive another, check the setting named "AI revive squad mates"
diwako  [author] 17 Jun @ 4:47am 
There is, look for the "Enable player unconsciousness" setting inside the Addon Options menu.
Xherdos 17 Jun @ 4:20am 
Is there a way to Deactivate the Revive System to make it work with Mods like Forgotten Few 2 and Dynamic Civil War Redux?

Sry if i annoy with the question :D
diwako  [author] 16 Jun @ 11:23am 
Yup, that is part of the medical tent logic. The setting in question allows to heal at any unit that is designated as medic via the game's config.

Of course it can be used to cheese the gameplay a little if everyone is a designated medic and thus you just can walk up to them and heal yourself without any cost.
igorpc 16 Jun @ 9:58am 
Is it intended that with option "Allow players to heal at medics" players can heal themselves even if neither medic nor player have any medical supplies or is it just to simplify coding?
Druark 9 Jun @ 3:56pm 
At least 100, ideally 150.
Might seem crazy high but I host for a small group so player numbers are sometimes limited for going full milsim. Lets us still do our missions with less players if we're able to take a few more hits.
diwako  [author] 9 Jun @ 1:00pm 
What is the max value you want?
Druark 9 Jun @ 12:46pm 
Thanks for letting me know the variable. Ive set it up in the init and with an interactable console at the missions 'lobby' area for different values.
Although a higher config setting would still be nice if you ever get round to it :)
diwako  [author] 7 Jun @ 8:41am 
If you know how to script you can set the variable "diw_armor_plates_main_maxPlateHealth" to any value you want. then any newly inserted plate will have value
Druark 7 Jun @ 8:17am 
Is it possible to increase the plate health above 50? We use some mods in my group with high damage so even multiple plates are taken out in barely 1-2 shots.
diwako  [author] 5 Jun @ 4:59am 
probably a bit tankier than vanilla. Tho you can tweak it to your liking.
HappyRooster007 5 Jun @ 4:57am 
@diwako
The basic injury/health damage value settings is like vanilla? Or close to vanilla settings?
diwako  [author] 4 Jun @ 12:48pm 
Scripted damage cannot be really intercepted unless you start making compats or the mod that does apply the scripted damage supports the medical system.

So, really not that much in my hands here.
Vorcs 4 Jun @ 12:45pm 
Can the author introduce support for custom damage interception, such as the Improved Melee System, WBK zombies, etc.? At the moment, they ignore any amount of hp and armor and kill with one or two hits.
diwako  [author] 4 Jun @ 5:04am 
Nope
Wicked 4 Jun @ 4:33am 
I don't know if this has been said already, but do the AI also reuse armor plates in their inventory to re armor themselves?
diwako  [author] 26 May @ 1:56am 
Oh okay. yeah that option is there for missino makers to not have APS at all. Again if you load ace medical it will be always in ace mode. If the "Enable whole system" option is unchecked then yeah APS will not do anything.
the_green_one009 26 May @ 1:45am 
the "enable the whole system" option, i turned it on and now the plates work, but it uses ace instead of the aps medical reactions. im not complaining, just confused.
the_green_one009 26 May @ 1:31am 
the option thats supposed to use the medical system build into aps, for some reason it lets ace medical and acm work. i dont know why, but its working together
diwako  [author] 26 May @ 12:48am 
What do you mean setting it to standalone mode? If ace medical is detected it automatically goes into ACE mode. The user cannot influence that outside loading mods.
the_green_one009 25 May @ 4:11pm 
i have ace on with ace medical but setting it to standalone mode made it work together
diwako  [author] 25 May @ 1:34pm 
@the_green_one009

Any errors popping up? Are you using ace medical or the standalone mode? I just tried it out with in both standalone and ace mode and it works.
the_green_one009 25 May @ 1:15pm 
its currently not working for me, plates arent going into carriers, ai arent getting them in their carriers and neither am i
diwako  [author] 12 May @ 8:17am 
Yeah, disable that inside the settings menu
Phantom_20202 12 May @ 6:37am 
Diwako is there a way to avoid AI spawning in with plates?
NotVeryBased 25 Apr @ 4:48am 
Plates tank more rounds when fired in single shots than when fired in full auto
Skye 15 Apr @ 8:33pm 
Next time I use APS I will max out the load coefficient / OR disable Adv Fatigue and see what happens, thanks Diwako!
diwako  [author] 15 Apr @ 12:02pm 
unsure myself, tho as mentioned those 2 point are the only thing that could be from APS

1. putting plates into your vest
2. virtual weight (ace medical does not use it, only ace advanced fatigue)
Skye 15 Apr @ 8:38am 
I do use advanced fatigue but I have the settings for it to be *really* forgiving. It could be a strange interaction between other mods, but I don't have ACE medical. I do have Death & Hit Reactions? But I have those turned off for the player. I use Enhanced Movement and Advanced Vault System. No idea if those are anything that can cause bugs.
diwako  [author] 15 Apr @ 4:06am 
virtual weight only really takes effect if you use ace's advanced fatigue. If it only does it do sometimes, then it is really weird. The only forced walking in aps is when you add a new plate to your vest and that is removed directly afterwards once you are done with the action.
Skye 14 Apr @ 4:42pm 
It only *sometimes* does it. It's why I thought it was a bug. I do have ACE but I have ACE Medical turned off because it's annoying. I also have my load coefficient quite high, and all that.
diwako  [author] 14 Apr @ 10:49am 
Adding plates adds virtual weight, if you use ace that is being accounted for, for example.
Skye 14 Apr @ 8:57am 
Anyone have a weird issue where putting a plate in can *sometimes* just remove your ability to sprint? Combat pace still works at 1,2,and 3 speeds. You just cannot sprint anymore. I have *no* idea why.
Heart of Stone 11 Feb @ 6:32am 
The revive function for both myself and AI teammates is no longer working properly:steamfacepalm:,just as others have mentioned in the comments.When I am near a downed teammate or when I myself am downed,there is no revive option in the menu that appears when I scroll the mouse wheel;there is only the option to apply pressure to wounds.No matter how I adjust the settings in the mod menu,it still doesn't work properly.I have ruled out the possibility of conflicts with other mods(it doesn't work even when only this one mod is activated),and the previous version was functioning correctly.:steamthumbsup:This is a fantastic mod,and I really love it:steamhappy:.I hope this bug can be fixed soon.:steamthumbsup:
diwako  [author] 25 Jan @ 8:37am 
A repro mission with just this mod and cba as mods. Then it can be observed and fixed.
SOLID3R 25 Jan @ 4:26am 
Any help with healing failed chat message? it almost always spams when AI heals no matter what settings I set
diwako  [author] 13 Jan @ 12:26pm 
The mod itself does not differentiate by bullet type. The game more or less does that already with the recorded damage in a way. Yet it does not do anything within the armor plate calculation.
Reticuli 13 Jan @ 10:48am 
@ Zanta Yes, a narrower diameter bullet of the same mass should penetrate (or damage the body armor) more. They could also work in ballistic coefficient.

As a general question: does this mod differentiate armor damage vs body damage, and AP vs ball/fmj vs HP vs frangible?
diwako  [author] 9 Jan @ 8:23am 
Check in the addon option settings if you need to be a medic to revive people or if you need medical supplies for this. The mod is very customizable, so it depends how it is configured by the server host.
Ed Strider 9 Jan @ 6:38am 
I'm having a problem: When members of my squad (AI) or human in LAN, when i try to revive them, all that happens is the "press wound" action over and over, i can't revive anyone (and anyone can't revive me also). What am i doing wrong?
Zantza 15 Nov, 2024 @ 11:50am 
I suppose I could get it done, just never got around to learning how Git works :D I'll consider it.
diwako  [author] 15 Nov, 2024 @ 10:14am 
Hm, honestly i was not aware of that. Thanks for pointing that out. If you have dev knowledge could you create a PR? I just entered a period of being busy IRL again...
Zantza 15 Nov, 2024 @ 9:39am 
I noticed in fnc_handleArmorDamage, you are using ACE_caliber as a multiplier for a bullet's penetrative power (and the vanilla "caliber" if ACE_caliber is not found). This seems counterintuitive to me, as ACE_caliber and vanilla caliber are two totally different things.

ACE_caliber defines the bullet's diameter while vanilla's caliber defines the bullet's penetration. To me it would seem that the correct approach for calculating the _penetrationMult on line 51 is to multiply the vanilla caliber value with the bullet's impact velocity. ACE_caliber should probably not be a factor in calculating this and if it is to be taken into account, I think it should actually have a negative effect on the bullet's ability to pen.
diwako  [author] 13 Nov, 2024 @ 8:53am 
Main difference is you can change how mange damage you receive, there is a revive state and some more.

It feels very vanilla on purpose with extras added
HappyRooster007 12 Nov, 2024 @ 12:01pm 
@diwako
Can you tell me what is the difference between APS damge system and vanilla, please? Are there many differences?