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About diwako

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  1. Version 0.4.2 released Added confirmation dialog for the give up action (#36) Fixed incorrect usages of ace_medical_allowDamage flag (ACE mode) (#34) Fixed self revive when healing under fire (#35) Added Polish translations by @genjonakasone (#32 #37) Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 https://github.com/diwako/armor_plates_system/releases/tag/0.4.2
  2. Looks fine so far. Suggestions,not really. Medical system always tend to spiral into feature creep. I'd say keep it simple Right now no plans, It was originally made with ace loaded and just the medical part cut out. It certainly is feasible but atm not really of interest.
  3. The mod is published under GPL + an appendix to no upload to workshop. So that is fine. In general if you use parts of mods in personal, never to be released and shared mods, that is totally fine.
  4. Did a bugfix release, had to address a few things. Primarily a bug fix release. Adds one feature that I think people should explore. It is a script version filter for the HandleDamage event handler. With this damage should be more predictable when using HandleDamage. This filter is off by default and can be enabled when using the standalone mode inside the addon options directly beneath the event handler setting. ------ Added filter damage for HandleDamage eh (#26) Changed fall damage calculation (#27) Fixed damage indicators showing when standing near fire (ACE mode) (#28) Fixed multiple ACE interaction issues (#29) Downloads: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 https://github.com/diwako/armor_plates_system/releases/tag/0.4.1
  5. Version 0.4.0 has been released. Changelog: In this release the largest addition is the ability for AI to revive fallen squad mates as well as being able to be knocked unconsciousness. Those two features only work for AI in a player’s squad! Keep in mind, the AI is still AI, under perfect conditions the AI will be easily revive a squad mate, but under fire that might be different. Sometimes the AI will prefer to take cover instead of running out into the open. ------ Added ACE interaction to add plate (#19) Added Zeus heal module (#24) Added AI unconsciousness (#23) Added revive from AI (#23) Added 3den properties for armor plates (#20) Changed downed indicator, now shows if someone is being revived already (#21) Fixed plates being indestructible when changing plate HP setting mid game (ACE mode) (#25) Downloads: https://github.com/diwako/armor_plates_system/releases/tag/0.4.0 https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183
  6. Version 0.3.0 has been released. Changelog: The rewrite for the ACE medical integration is the biggest feature in this release. Plates behave differently in this mode now. They only protect a unit’s torso now, break faster the less integrity (HP) they have, and they now have a thickness setting which influences if a bullet can penetrate a plate. If a bullet penetrates a plate, it will bleed its velocity damage to lower plates or your torso if you got none below the penetrated plate. ------ Added setting to protect torso only in standalone mode (#2) Added Max HP slider in 3den editor (#3) Added self revive setting and action (#10) Rewritten ACE medical mode to make it more realistically (#4) Fixed animation glitch when ACE dragging people and then reviving (#8) Fixed left clicking in ace actions breaking on start up (#9) Fixed being able to revive people when getting downed (#11) Fixed disallow friendly fire setting not working properly with zeus controlled units (#15) Added Polish translations by @genjonakasone Downloads: https://github.com/diwako/armor_plates_system/releases/tag/0.3.0 https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183
  7. Yeah i especially wanted to avoid the need to edit vest configs. that would be compat hell. There are armor values in the configs, but it would mean to figure out what is a high armored vest and which isn't.
  8. Essentially yes. Right now. I am not too sure how a system would work that takes the vests armor value into account and calculates how much slots that vest type would have.
  9. Nah, it was decided on a gameplay and implementation level that all vests will have the same "plate slots". That means a vest with 0 armor value configured will have also the same amount of slots than a heavily armored vest. So all in all, the max amount of plates are handled via a CBA setting.
  10. Standalone Arma 3 Alternative Medical System Features Many settings to fit your play style Lightweight ACE features support Own revive system (Only when ACE medical is not loaded) UI and QoL additions ACE medical rewrite support (WIP) Info - Standalone mode The Armor Plates System (APS) is at its core a stand-alone medical system. It is meant to abstract Arma 3’s vanilla damage and streamline the vanilla medical system. It draws inspiration from COD MW Warzone’s medical system and allows you to put ceramic plates into your vest which act as additional HP. Originally this system was created to accommodate the play style used by the streamer Beagle over at https://www.twitch.tv/beagsandjam/ , though as usual I want to share this with the whole community. This system gives each unit health points (HP) which will be reduced by incoming damage. The armor plates have their own amount of HP which will act as a layer above the unit’s HP. The unit will only take damage if the ceramic plates in the unit’s vests are fully destroyed. The ceramic plates themselves are an inventory item that needs to be inserted into vests to provide protection. In order to put a ceramic plate into your vest, you must have a ceramic plate item in your inventory and press and hold the key bind to perform the action (default: T). This keybind can be changed. This mod also includes new UI elements such as damage direction indicators, on-hit sound indicators, and downed icons in 3D space. These are meant to aid newer players or help players make sense of a chaotic battlefield. All of these features can be disabled or customized under “Armor Plates System” inside Addon Options. Your unit’s HP and armor plates are shown beneath the stamina bar. Switching units and even remote controlling them with Zeus is supported. The armor plate color can be adjusted in “Addon Options” while the rest of the colors will use your current HUD settings. This system makes heavy use of CBA settings, allowing server owners or mission makers to make players or AI as tanky or brittle as you’d like. If you are playing a mission that is incompatible with this system or uses its own medical system with it, you can simply disable the Armor Plates System, restart the mission, and play the mission without this mod interfering. However, ALL of the mod’s features will be disabled! Info - ACE Medical mode When ACE with its medical components (rewrite and NOT old medical!) is loaded, APS will switch its standalone arcade mode to a more realistically one. In this mode the plates in your vest will only protect from gunshots and blunt force to your torso. If your limbs or your head gets hit, it will react as ACE medical normally would. There will not be any unit HP either, as this does not fit into the ACE medical system with its structural damage and blood simulation. Many of the standalone mode’s features will be disabled, some feedback features will be still available, but turned off by default. Ceramic plates now have a certain thickness (settable in addon options) which bullets can penetrate and bleed damage to the lower plates, or to your torso. Ceramic plates are also getting destroyed faster the less integrity (health) they have left, making it more likely that a gunshot will damage deeper protective layers. Overall, this will make units with ceramic plates in their vests more survivable, but only temporarily as the plates can be destroyed. Damage to units without any plates will behave the same as ACE medical. Going for the head will still work as before. Feature requests and Bug reports Please use the GitHub link below and create issues for enhancement requests or bug reports. It makes it a lot easier to keep track of these things. GitHub: https://github.com/diwako/armor_plates_system Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183
  11. It is possible, it is detailed here: https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System TL;DR add a file called cba_settings.sqf into the root of your mission and add the exported cba settings you want to force there.
  12. diwako

    DUI - Squad Radar

    In general, each script has roughly 10% faster run time. If you use a lot of "params" it helps even more. It basically is "free performance" if your mod has to run each frame. If your mod is just running a script each few seconds then the run time benefit is not as much in the grand scheme of things.
  13. diwako

    DUI - Squad Radar

    There is basically fuck all. The script compiler used: https://github.com/dedmen/ArmaScriptCompiler Arma tools Bisign has support for it as well now. HEMTT does not atm.
  14. diwako

    DUI - Squad Radar

    Version 1.9.2 Stable has been released This release enables support for SQF Bytecode introduced in Arma 3 version 2.04. Additionally in this release: Added: General - SQF Bytecode support Radar - Added setting to change priority for icons (#191) by @johnb432 Radar - Add an option to show bearing only if the player has a GPS (#186) by @Malbryn Fixed: Nametags - Fixed nametag display inconsistency (#190) by @derbismarck General - Fix incorrect blue color on radar for diwako_dui_colors >> tritanomaly (#193) @pennyworth12345 Nametags - Fixed LIS checks in fast moving vehicles behaving unexpectedly (#195) by @derbismarck Translations: Japanese translations (#187) by @classicarma Clarification for "Fixed nametag display inconsistency": Whenever the user looked a unit, and their "cursor" was over a weapon no nametag was shown. This is now fixed in an MP environment, this fix sadly does not work in SP. Download: https://github.com/diwako/diwako_dui/releases/tag/1.9.2 https://steamcommunity.com/sharedfiles/filedetails/?id=1638341685
  15. Not sure why that was brought up here, we are not changing anything how rounds work, only what targets are allowed to be shot at.