Ready Up! Hardcore Gear

Brings Arma a new concept for "Combat Readiness" and team cooperation, adding a layer of difficulty by forcing you to have ammo and necessary items within "easy reach", on vests or uniforms, since now backpacks will be what they really are IRL: a ‘sack’ at your back from which you just can’t instantly pick anything from while wearing it.
- No more pulling ammo inside the backpack, magically outta your bottom!
Ammo Bearers and Battle Buddies will now have a real purpose by assisting their team mates with ammo and item handling.
- Never that "Pass Magazine" or "Load Launcher" ACE interactions have ever been so handy
- New bind for openning another unit’s full inventory (same side or captive)
Also, inventory managing will become more time costly — and punitive if done at the wrong moment — as animations and small real time "items handling" delays will encumber you (optional)
- Organize your gear properly, or be caught with your pants down during combat
Basically by:
- Selected ACE Categories items types (CBA Options changeable) and all types of ammo, stored in unit’s backpack, will become unavailable for ‘automatic’ use, by simply being deleted from it.
- – They are replaced by "weights", to match original backpack load
- – When needed to be "shown" again — like when another unit opens one’s backpack — these are restored from memory, as they have never left the bag.
- – Also, Whenever a player opens its own inventory while still wearing its pack, backpack content won’t be shown, except in vehicles or interaction with container (depending on CBA chosen settings).
- – ACE Interaction items can still be used if "excempted" on the CBA options, or as described below on Detailed Functioning
- To add that "real time inventory handling" penalty, mouse inputs are off for some quick moment within each item transfer, as also a quick animation is executed, simulating the time spent to take those gear off your body.
– Since December 19th update, ACE is no longer required, but all ACE features are still present for those users
Because there is no "enough" when being a MilSimonger realism psyco 🥴
— This mod adds various Eventhandlers during ‘Init’ and player unit changing, to proper manage those backpack items handling, creating variables stored on MissionNameSpace which are called whenever needed (No spawns or background scripts running. Performance friendly).
Backpack items are hidden/shown during these events:
- Player unit initialization;
- Player Takes item/backpack from environment;
- Player opens/closes inventory (depends);
- Someone opens player’s backpack;
- Player is unconscious/awake/healed;
- Arsenal (BI or ACE) opened/closed;
- ACE interaction menus:
– To use desired items with ACE Interaction, they need to be taken out of the pack and set on the ground (<= 2 meters away);
– For medical items, they can be used (via Medical Interaction or Medical Menu opened) directly from inside a backpack layed on the ground next to you. No need to be taken out (but that also works).
How this works is by simply temporarily adding those items into an invisible backpack (if wearing none), or your own vest or uniform, whenever the ACE Interaction is startedSee video for more details!
— Very customizable via CBA Options to suit your every specific need.
- Backpack Whitelist, Items White and Blacklist, as many others optional settings
— New keybinds for quickly:
- dropping backpack;
- opening backpack or another unit’s full inventory;
- taking backpack from the ground.
— Compatible with any mod/backpack;
— Compatible with Better Inventory;
— Only items categorized in default ACE Arsenal tabs will be handled by the mod;
— All types of ammo are recognized.
- An own "move in stacks" system which is limited by volume/weight of the items (simulating what could be held at a time in hand)
This mod has been designed to cover every little possibility where the backpack items could be changed… If you run into any trouble, hit me up at the BUG REPORT thread below
So if you are coming here to dump your own "repressions" on others, don’t waste your time…
Offensive comments or non-constructive "opinions" WILL BE ignored and DELETED
Also, Comments Section is for what it’s name stands for, and short Q&A. If you wanna iniate a (respectful) debate of some kind, create a Thread about it, I’ll be more than happy to reply.