ACE Armor Adjuster

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Authors: Sysroot, Reticuli

Last revision: 11 Aug, 2025 at 18:36 UTC (1)

File size: 148.71 KB

On Steam Workshop

Description:
THIS MOD IS FOR CURRENT POST-REWRITE ACE MEDICAL!
ADDITIONALLY, THIS MOD ONLY CHANGES HOW MUCH DAMAGE ACE RECEIVES THROUGH ARMOR, NOT THE LIKELIHOOD OR FATALITY CHANCE OF ANY INJURIES. YOU CAN CHANGE THOSE THROUGH ACE MEDICAL’S SETTINGS!

ACE Armor Adjuster

This is a simple and lightweight adjustment mod for ACE Medical. This mod adds various settings to the Addon Options menu under the "Ace Armor Adjuster" addon which can be used to set how effective armor is at preventing ACE Medical damage. The mod is fully multiplayer compatible, and applies to both players and AI (separately adjustable).

Some additional features include:

  • Separately adjustable armor coefficients for the different sides (BLUFOR, OPFOR, CIVILIAN, INDEPENDENT)
  • Ability to tweak multipliers for individual hitpoints
  • Ability to toggle default ACE damage handling for individual hitpoints
  • Ability to tweak armor’s explosive resistance


FAQ:

Q: How does this mod work?
A: It looks for and overrides ACE Medical’s "HandleDamage" event handler with a custom one, allowing it to change the way ACE Medical calculates damage without interfering with other mods.

Q: Doesn’t equalizing armor with the armor coefficient make all armor identical?
A: While it’s true that the equalization makes all armor identical at the surface level, the underlying damage handling done by ACE Medical is still different depending on the armor present. In other words, stronger armor is still stronger, and weaker armor is still weaker. The equalization simply ensures that ACE Medical treats all armor in a consistent manner, which is defined by the armor coefficient.

tl;dr: Yes, but no. Different armor will still behave differently.

Q: Will this mod break other mods?
A: Unlikely unless that other mod is also overriding ACE Medical’s damage behavior. Give it a test!

Q: Who needs to have the mod for it to work?
A: Everyone, including the server.

Q: How do I set unit-specific armor coefficients and hitpoint multipliers (i.e. via Zeus)?
A: You can run

this setVariable ["AAA_ArmorCoef", COEF];

in the unit’s init to set a unit-specific armor coefficient, where COEF is the armor coefficient value.

As for unit-specific hitpoint multipliers, you can run

this setVariable ["AAA_HITPOINT_MULT", MULT];

in the unit’s init, where HITPOINT is any hitpoint name (HitHead, HitChest, HitFace, etc.) and the MULT after the comma is the multiplier value.

Q: Can you add [something] to the mod?
A: Leave a comment and I’ll consider it and get back to you!

Q: Is the mod signed?
A: Yep! The .bikey file is included in the mod.

Q: Can I modify/repack/reverse-engineer/redistribute/etc. this mod?
A: Of course! This mod’s files are open source on Github[github.com] and licensed under Apache 2.0[www.apache.org], so the only condition is that you credit me somewhere and make note of the changes you made!


If you have any questions not covered by the FAQ above, please feel free to comment them!

Localized for English, Spanish, German, Simplified Chinese, Japanese, Italian, French, Polish, Russian, Portuguese, and Czech. If you are a native/fluent speaker of one of these languages and would like to suggest a correction to any of the localizations, or if you would like to assist in adding a new language, let me know in the comments!

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aceSteam Workshop
CBA_A3Steam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.