Arma 3
AAPM - Automatically Add Plates [Borked untill idk]
51 kommentarer
SkyKing[GER] 14. apr. 2022 kl. 12:39 
Use APS its good and its working ;)
Erde 23. jan. 2021 kl. 7:40 
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  [ophavsmand] 20. jan. 2021 kl. 15:17 
Mod's Broken till further notice
TumbleBee6 20. jan. 2021 kl. 14:50 
And I don't see any options in the Addon Options menu
TumbleBee6 20. jan. 2021 kl. 14:37 
Im using CBA
Knapperx  [ophavsmand] 20. jan. 2021 kl. 13:37 
also, if your chestrig has 0 armor, no plates will be added
Knapperx  [ophavsmand] 20. jan. 2021 kl. 13:37 
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 kl. 2:56 
I don't see any plates in my inventory when I press I
El Berl 3. aug. 2020 kl. 19:50 
Works great with RHS on my end.
LucSon 3. aug. 2020 kl. 19:49 
RHS compatible?
Knapperx  [ophavsmand] 17. juli 2020 kl. 18:34 
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  [ophavsmand] 17. juli 2020 kl. 16:31 
basegame csat gets plates.
Knapperx  [ophavsmand] 24. apr. 2020 kl. 18:21 
it should, that being said, i haven't tested it
PsychosocialPenguin 24. apr. 2020 kl. 3:52 
also curious if this could somehow work with ALiVE.
Knapperx  [ophavsmand] 9. apr. 2020 kl. 18:23 
yeah, its Lite Compatible
Cursed 9. apr. 2020 kl. 7:51 
AAPM Lite compatible?
D.Cub3d 4. jan. 2020 kl. 12:11 
This is awesome. Do you know if this will work with ALiVE and the way it spawns units in?
Knapperx  [ophavsmand] 4. jan. 2020 kl. 11:47 
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 kl. 9:03 
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 kl. 20:50 
upvote for cade
Knapperx  [ophavsmand] 17. okt. 2019 kl. 20:25 
this mod doesnt divide by zero
El Berl 16. okt. 2019 kl. 17:45 
See if that happens with just this mod and its requirements loaded.
xray 16. okt. 2019 kl. 17:40 
Caused a status_integer_divided_by_zero crash (with other mods loaded)
Knapperx  [ophavsmand] 11. sep. 2019 kl. 18:18 
You can now make the mod backwards compatible with the Lite version!
El Berl 11. sep. 2019 kl. 11:39 
Unlikely, considering differences in classnames.
Miri 11. sep. 2019 kl. 11:37 
Would this work with the Lite version?
Deskclaw 11. sep. 2019 kl. 4:24 
;D a mod to PASS THOSE PLATES AROUND!
El Berl 11. sep. 2019 kl. 4:15 
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 kl. 21:11 
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 kl. 21:08 
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 kl. 21:05 
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 kl. 20:58 
"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 kl. 15:56 
Alright its working fine now, great job!
Prætor 10. sep. 2019 kl. 15:25 
Yeah its AAPM

A utomatically
A dds
P lates
M an
IssacNewtrilizeDaOpps 10. sep. 2019 kl. 15:24 
thanks bro.
Knapperx  [ophavsmand] 10. sep. 2019 kl. 15:20 
Yeah, thanks a ton toast, the version I uploaded had an error in it. Its fixed now.
Some Toast 10. sep. 2019 kl. 14:02 
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 kl. 13:23 
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  [ophavsmand] 10. sep. 2019 kl. 13:07 
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 kl. 12:02 
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 kl. 10:52 
Because Rubitron. Plates. Plates. Plates. It's like the british with tea and crumpets. PLATES PLATES PLATES
Rubitron 5001 10. sep. 2019 kl. 10:19 
I don't get it. Why?
El Berl 10. sep. 2019 kl. 9:39 
ESAPI plates are too weak. Gotta go with XSAPI.
ElPedroChico 10. sep. 2019 kl. 7:42 
father i crave esapi plates
El Berl 9. sep. 2019 kl. 13:46 
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  [ophavsmand] 9. sep. 2019 kl. 13:43 
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 kl. 12:45 
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 kl. 8:06 
I'm not so sure if that would work, VileAce. Have you tried AAPM?
Vile 8. sep. 2019 kl. 6:16 
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 kl. 9:54 
Excellent.