Arma 3
Armor Plates System
679 Comments
igorpc 13 Sep @ 2:19pm 
Is it possible to make a setting "pick yourself up" to be selectable between "none", "for everyone", "medics only"?
diwako  [author] 3 Sep @ 11:19pm 
Of course you can also ask the author of the other armor mod how they fixed it. If they are willing to share I can use that as well.
@diwako Dang. Understandable. :jake::steamthumbsup:
diwako  [author] 2 Sep @ 11:31pm 
Possible, yes. But i frankly do not feel like investing several hours and looking through several thousands of lines of code to find out how the custom behavior works. None of the two mentioned mods use GIT so it is not possible to quickly check out the fix and also implement my own version of it either.

I simply do not have enough free time to dedicate such a large portion of it to searching a needle in a haystack sadly.
Any chance you could fix the problem with using this mod against Webknight's Monsters and Creatures and regenerating units seemingly becoming invincible with armor plates?

I've noticed the Armor System mod by Viper had their own fix:
"🛠 Fixed issue where AI units with Auto-Integrate AI enabled became invincible — HitPart EventHandler was being skipped due to a global variable being used instead of a local one."
Could be a fix to this as well? :jake::steamthumbsup:
diwako  [author] 25 Aug @ 1:29pm 
I keep blowing myself up with grenades yet it seems to work on my end?
honger 25 Aug @ 1:18pm 
diwako  [author] 25 Aug @ 1:09pm 
I a not really using an webknight mods, which is the mod that keeps doing it?
honger 25 Aug @ 12:36pm 
Looks to work just fine.
diwako  [author] 25 Aug @ 12:21pm 
Just to try it out, what happens if you do this in the debug console. It should ragdoll you.
player addForce [[2,0,0],[0,0,0]]
honger 25 Aug @ 11:45am 
Understandable regarding the EHs. There are some missions that just reduce the vanilla damage by a certain amount and initially I thought this would influence the actual amount of received damage in your mod rather than deal some separately to APS. I'll stick to manually removing these then.

As for grenades, I have seen it with vanilla RGOs and artillery. I did notice it while using Webknight's SFX mod, I get the concussion effect and fall on the ground with no option to heal myself while the APS "skull" shows up. I think I was able to get the same effect without the SFX mod on some very scripted scenarios but it wasn't constant, with WBK's it is.
diwako  [author] 25 Aug @ 11:39am 
If a scenario is adding a handle damage EH, there is not much I can do about it sadly. I have added some checks for "common used" script medical systems. But if it is a fully custom system then I am somewhat out of luck here.

About the grenade issue, does the grenade ragdoll people? There is a fallback built it mostly made for webknight mods as these tend to ragdoll units. Mind telling which grenade causes that so i can take a look?
honger 25 Aug @ 10:47am 
So whenever a scenario has a handledamage EH set for a player/player group the mod no longer works, as in receiving fatal damage will cause death rather than putting the unit in unconscious state. Is there any way you can implement some detector or override those scenario EHs or do I have to stick to manually removing these eventhandlers from the scenario code?

Also I noticed that being damaged by a grenade will cause the unit to go uncon without an option to revive themselves. Bug or feature?
diwako  [author] 29 Jul @ 12:43am 
@juno
Really only up to the anti stasi devs

@Jinx
["diw_armor_plates_main_healUnit", [_unit], _unit] call cba_fnc_targetEvent;
Jinx 28 Jul @ 6:49pm 
Whats the best function or method to use to have someone heal themselves using an addAction on an object? As it seems setDamage 0; does not work.
juno 28 Jul @ 4:45pm 
I'm trying to not use ace medical is the thing :steamsad:
diwako  [author] 27 Jul @ 11:05pm 
Up to the anti stasi devs. It is compatible if ace medical is loaded.
juno 27 Jul @ 3:12pm 
Is there any possibility of compatibility with Antistasi Ultimate?
diwako  [author] 24 Jul @ 2:23pm 
only through a patch mod
Nytro94 24 Jul @ 1:48pm 
is there any way to change how much inventory space the plates take up in backpacks?
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
Psync×シ 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?