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Function signature is getting changed to only return one armor value now.
@Farinha I don't personally recommend any specific set of values since it will vary greatly depending on user preference, but Reticuli seems to have some good suggestions below :)
@Reticuli Thank you for providing this information! Your testing is appreciated.
@PINA sheesh I do not believe that error would be caused by this mod; this mod does not check for any specific version of ACE and instead simply overrides an event handler. Please ensure this mod is what is causing the issue.
I have been doing some testing on a dedicated server and it seems that the changes are not being applied to JiP players.
also armor threshold = 0, forgot to mention that
Yep, just tested it again with only CBA, ACE, and ACE armor adjuster
Tested it in ace arsenal with these settings:
ACE Armor Adjuster > all options toggled yes, except force base armor = no
Base armor value = 10.0
AI armor coefficient = 50.0
Arms multiplier = 50.0
Ace medical > Armor passthrough effect = 0%
Projectiles to the arm, even from pistols, still did full damage.
I know you updated it to the new stuff, but it still seems to have issues
Specifically it seems armor values on the limbs, and armor against explosives, seems to not be working.
I've shot soldiers with those GL carrier rigs and special rigs in the arms even with 0% passthrough via ace's new settings, and max arm armor value multipliers, and it didnt change anything that I saw. Same wounds all the time.
Same thing versus explosives but with grenades being tested.
@darlak97 The proper one is "this setVariable ["AAA_HITHEAD_MULT", 50];", but you have to make sure that you're using it in a context where "this" actually refers to a unit, otherwise it won't do anything. I'm not aware of any case of this not working in the past, nor should it be broken now, so I suspect you're using it incorrectly.
this setVariable ["AAA_HitHead_MULT", 50];
this setVariable ["AAA_VAR_HITHEAD_MULT", 50];
this setVariable ["AAA_HITHEAD_MULT", 50];
and it also does not work in applying the individual defense of the game options.
Sorry ,is my fault.
Just compare 2 mod what almost same function
Apologies again
I've only got one complaint (more of a feature request, really). Would it be possible to add checkboxes that only apply the "Force Base Armor" to certain limbs? For example, many times I would only like to apply the base armor onto the torso because the players and AI have no armor and in its current state, the Force Base Armor option will apply whatever level set to ALL hitboxes including limbs, resulting in units only taking bruises on the limbs at distance. Having a checkbox that limits what limbs Force Base Armor affects would help alleviate this and give mission makers some more flexibility in their settings
As such, please check the change notes for an IMPORTANT NOTE regarding the addon key.
I got the buff value wrong when I said 31 using M993 AP 7.62 rounds and level III & IV armor. Once you deviate towards the tail (level II and below or level V and modded maxed out space age stuff), it starts to get weird. Also, ACE seems to have either little ability to model AP vs FMJ correctly past about level II or III, or M993 and the FMJ 308 rounds are flip flopped, because the FMJ actually oddly has better penetration. So I've settled on 36 as a happy medium between 31 and 41 that I found varying sweet spots for the other armor.
I'm not sure what I changed since then, but I'm glad it seems to have made the mod work as intended!
Thanks to Sysroot for the great improvements to his mod.
P.S. Found that 1.02 is necessary to kill with a single pistol round to the chest with not just vital organs selected but 'both' selected in ACE Medical. That will necessitate the use of not only surgical kits but Personal Aid Kits (PAKs) with 'sum of trauma' allowed, as otherwise even accumulated bruising will eventually cause fatality with enough of them.
In summary, hierarchy of Armor Threshold settings:
17 NOT to buff special purpose suit
16 or below to buff special purpose suits and above
12.5 NOT to buff recon fatigues, track suit, and granit suit
12 to buff recon fatigues, track suit, and granit suit and above (maybe not bad idea, weigh 2/3 of special purpose suit)
10 to buff tactical vests and above (judgement call)
Strangely, the tactical vests show as slightly more armored under ACE Arsenal as the above clothing, but in practice actually has a slightly lower actual armor. Might be as a result of cloths having a slightly different armor calculation than everything else, or perhaps an error with ACE Arsenal bar graphs. But that's junky level 1 armor, so it's debatable whether it should be getting any buff. If you want the above cloths to get the buff, though, you might want to put the Armor Threshold at 10 so that the tactical vests aren't more like fantasy ultra junk of quasi level 1a.
(oops, didn't see you'd responded)