Arma 3
ACE Armor Adjuster
273 Comments
LinkIsGrim 24 Jun @ 4:55pm 
FYI: this might break with ACE3 3.20.0, relevant PR: https://github.com/acemod/ACE3/pull/9217/files#diff-e383843e0eb81fe36cc0ba934c2e011c47e9896eca430831c53526f38300b65cR11

Function signature is getting changed to only return one armor value now.
DragonBlade94 22 Jun @ 10:43am 
Is it possible to blacklist certain units from this mod? Didn't see anything in addon options.
煤球灯 21 Apr @ 1:00am 
when I shoot GM6 at soldiers' chest in a point blank distance, the damage goes to their arms and legs not the chest, can you tell what's the cause of this problem? thx
ryuuhou 23 Jan @ 6:45pm 
@Reticuli I would like a screenshot of your setup.
Reticuli 23 Jan @ 5:53pm 
I set method of death to either, make instant death possible for both AI & player and turn chance of fatality to 66%, lower fractures to 33%, lower bleeding rate, turn most of the medical procedure times down somewhat except stitching and PAK, extend time that CPR can be done slightly before expiration, and recently turned the primary two ACE Medical thresholds from 1.02 that I have long used to instead 0.85. Now 50BW has a ~50% chance of immediate fatality with torso shot and only wearing hex CSAT fatigues. Naked dudes get messed up by a 45 acp well enough, while CSAT fatigues take 1-3 rounds. The ACE Armor Adjuster's sweet spot still seems to be 18 threshold and 34-36 armor buff, though with the other stuff I've changed the level 1 armor vests + CSAT fatigues now together get a slight buff that can't be circumvented and that they don't get individually.
julian 21 Jan @ 8:49pm 
@Sysroot Don't worry i actually found some kind of sweet spot so the AI wouldnt tank a 7.62 to the heart but still some weird things happened like reason of dead being a Weak concussion or a bruise
Sysroot  [author] 18 Jan @ 12:46pm 
@julian I'm very late to this, but I would not recommend setting the coefficient to zero; this results in a divide-by-zero internally which results in no damage being applied. This is why the slider does not allow you to reduce the value of the coefficients below 1 (although any value greater than zero should be okay generally speaking).

@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.
Reticuli 18 Jan @ 12:13pm 
18 threshold and 34-36 coefficient on chest, abdomen, and diaphragm is a good sweetspot. Every other body part unchecked. Keeps everything 3A and below from buffing, even twin soft layers, and gives everything above the press vest enhancement so that you have a range of almost full level 3 to very capable level 4 stuff that isn't sci fi level. I was previously using 17 threshold, but CSAT was a pain without NGSW stuff or beyond, IMO. YMMV. If you want near pear adversaries, then 17 might be the easiest way to get it when CSAT have Kevlar fatigues combined with a tactical vest.
Farinha 4 Jan @ 2:23am 
Do you have any recommended values to play with RHS?
julian 21 Oct, 2024 @ 10:55am 
im using this mod and now the ai is immortal even when i have the AI Armor Coefficient to 0
Sysroot  [author] 16 Sep, 2024 @ 1:48pm 
@Stolt No idea, maybe!
Stolt 16 Sep, 2024 @ 1:43pm 
Is this compatible with Ace no medical?
Sysroot  [author] 17 May, 2024 @ 3:13pm 
@dazedleader Perhaps, but I've been on (and continue to be on) a hiatus from arma modding, so I don't know when/if I will do it. The mod is open source, so any other interested modders are welcome to improve upon it.

@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.
Envahisseur du facteur 17 May, 2024 @ 1:30am 
ive had errors ith this mod, says ace is not up to date
dazedleader 12 May, 2024 @ 11:39am 
is it possible to add this for ground and air vehicles?
shtanga 25 Mar, 2024 @ 1:21pm 
Bro. I. Like. You. And. Your. Mod. BECAUSE IT'S A BEST ACE'MOD
Redwan S. 18 Mar, 2024 @ 8:23pm 
Hello @Sysroot

I have been doing some testing on a dedicated server and it seems that the changes are not being applied to JiP players.
Sysroot  [author] 4 Mar, 2024 @ 10:25pm 
@@ᚹᛖᚾᚨᚾᛞᛁ Augustine Julius Hmm... I'll look into it; could you by chance run it for a bit with the debug option on and then take a look at your RPT file?
Fenrisúlfr ᛋᚲᚨᚱᚱ 4 Mar, 2024 @ 9:40pm 
AI had a Carrier GL rig, and Carrier special rig, no difference in results.

also armor threshold = 0, forgot to mention that
Fenrisúlfr ᛋᚲᚨᚱᚱ 4 Mar, 2024 @ 9:38pm 
@sysroot

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.
Sysroot  [author] 4 Mar, 2024 @ 9:03pm 
@ᚹᛖᚾᚨᚾᛞᛁ Augustine Julius Have you verified that the issues you're experiencing are isolated to this mod and not due to any sort of external conflicts?
Fenrisúlfr ᛋᚲᚨᚱᚱ 4 Mar, 2024 @ 8:33pm 
hay, you may wanna investigate this mod's compatibility with the recent ACE armor/medical rewrites.

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.
Sysroot  [author] 31 Jan, 2024 @ 11:27am 
@xKSAx If you make the armor coefficient and other settings very low, yes.

@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.
darlak97 20 Dec, 2023 @ 9:08pm 
I try to apply the defense only in the head, but it doesn't change, it already deals with the following:
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.
Abraham 20 Dec, 2023 @ 8:58pm 
is there a way to make it one shot one kill?
Sysroot  [author] 11 Dec, 2023 @ 10:15pm 
@Ben I appreciate the apology, no hard feelings :)
Ben 11 Dec, 2023 @ 8:26pm 
@Sysroot
Sorry ,is my fault.
Just compare 2 mod what almost same function
Apologies again
Sysroot  [author] 11 Dec, 2023 @ 12:10pm 
@Chesheire I could look into doing so, but adding even more settings to what is already a fairly settings-heavy mod is something I'd generally like to avoid.
Sysroot  [author] 11 Dec, 2023 @ 12:09pm 
@Ben Do not advertise other people's mods in other mod's comment sections. It's rude.
Chesheire 5 Dec, 2023 @ 5:30pm 
This mod is a lifesaver and just amazing all around. Thank you for making and sharing this!

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 :steamhappy:
Sunny 20 Oct, 2023 @ 9:59am 
Anyone with tha sweet spot setting who can share them here?
Sysroot  [author] 13 Oct, 2023 @ 1:25pm 
@xKSAx Is there a reason you want to? The current update should be exactly the same as the old one, save for a compatibility patch.
Abraham 12 Oct, 2023 @ 3:01pm 
is there a way to get the old update ?
Sysroot  [author] 26 Sep, 2023 @ 12:01am 
Hello everyone! Courtesy of PabstMirror, this mod has been updated with a fix that will keep this mod working as intended when the upcoming ACE 3.16.0 update releases (which brings some changes to the ACE code this mod interfaces with).

As such, please check the change notes for an IMPORTANT NOTE regarding the addon key.
Sysroot  [author] 13 Sep, 2023 @ 3:06pm 
@kiba3x One should already be included inside the addons folder in the mod files.
kiba3x 13 Sep, 2023 @ 2:15pm 
Can you include a server key pls?
Illu 7 Sep, 2023 @ 7:33pm 
cool thanks
Sysroot  [author] 4 Sep, 2023 @ 10:25pm 
@Illu I have no reason to believe it isn't, but I also can't be certain that it is. I recall people in the past mentioning that it worked with it, though.
Reticuli 4 Sep, 2023 @ 11:24am 
I doubt KAT has any effect on the amount of damage you take, so I wouldn't think it could be a problem.
Illu 3 Sep, 2023 @ 9:00pm 
is this compatible with KAT Adv Medical?
Reticuli 3 Sep, 2023 @ 8:37pm 
The Armor Threshold value is cumulative, so even though you might not want to buff an NIJ level 1 tactical vest, if someone puts it on top of a special purpose suit and you have it set to 17, then the combination will get the same buff as a level III carrier lite. So, people can just adjust it from 10 to 17 based on the combined armor of their adversaries and whether they want them significantly armored, like against all pistol rounds, or not.

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.
Sysroot  [author] 3 Sep, 2023 @ 4:31pm 
Thanks for taking the time to write all of that :)

I'm not sure what I changed since then, but I'm glad it seems to have made the mod work as intended!
Reticuli 3 Sep, 2023 @ 3:44pm 
On a side note, I also found that I have ACE set up currently to let a naked dude get up too easily after being penetrated with 9mm once or twice in the chest, so I need to tweak my personal ACE Medical settings, too, if I want to increase general lethality.

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.
Reticuli 3 Sep, 2023 @ 3:44pm 
The special purpose suit cannot normally stop 300 Blackout subsonic from the Honey Badger, but at 16 on the Armor Threshold it will with the buff of 31, and at 17 it's back to no buff.

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)
Reticuli 3 Sep, 2023 @ 1:40pm 
Putting minimum necessary Armor Threshold at 12 allows recon fatigues, track suit, and granit suit to get the buff from your mod, but at 12.5 they're the same as normal. They don't normally stop most 9mm, but will with the buff of 31. People can decide whether they want the default outfits of most of the enemies to be more durable or less with that.

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.
Reticuli 3 Sep, 2023 @ 12:29pm 
13 pages back. You were quick to respond back then when I was editing and re-posting comments :-) Definitely differences now in the armor, while before there was none. You did fix something, but adding 31 without the minimum threshold setting adjusted appropriately allows 1 in 3 dudes in underwear to take 2 to the chest from a pistol and only get bruised before finally having penetration on further shots. So it looks like that minimum threshold is going to need some tests to get it right. Good work, though, as you definitely fixed something and the minimum armor level necessary to get a buff from your mod does appear to have a purpose. I will get to work and find out what is necessary for that value. Way to do that is probably to find the clothing or body armor that has the most current armor that shouldn't be boosted, and then find out what minimum threshold setting starts to affect it, then back it off slightly. Probably recon fatigues, track suit, granit, etc.
Reticuli 3 Sep, 2023 @ 11:51am 
Not sure what my issues were a year ago. Let me go read them. I did notice I had thumbed it down prior to trying it again a few days ago. Not sure why. I will go search the prior comments.
Reticuli 3 Sep, 2023 @ 11:50am 
Sorry, I meant 31 on the armor slider in your mod when running ACE. I spent a while testing armor and calibers for penetration, and the best compromise was 31 for chest & diaphragm, with no alteration of the ACE armor for anything else. The only other thing on this topic that would further enhance it would probably be to make the lighter armor more lightweight and the heavy armor more heavyweight. Arma 3 and even ACE have a general issue of that, though, from armor, to cloths, to magazine weights not being a large enough spread.
(oops, didn't see you'd responded)
Sysroot  [author] 3 Sep, 2023 @ 11:49am 
Ah, I see. Do you still feel this mod has the same issues you brought up around a year ago? I've not had Arma installed for a while, let alone edited any of my mods, so nothing in this mod has changed since then.
Sysroot  [author] 3 Sep, 2023 @ 11:43am 
@Reticuli 31 what?