Arma 3
BackpackOnChest - Redux
138 Comments
mjc4wilton  [author] Jun 9 @ 6:55pm 
It is known. I have an update planned to roll-back some recent changes which made this behavior worse and handle some things I was trying to do with it differently.
Kalle Jun 8 @ 10:24am 
When switching the backpack to chest and back it resets the radiochannels with ACRE. Is this a known bug?
mwpowelllde May 9 @ 12:01am 
Good to know and thank you.
Mar 18 @ 2:17pm 
Thanks for the help.

I just needed to write in a patch to prevent people from using the "Alternative Running" sprint mod while carrying a bag on their chest since they were able to circumvent the force-walk restriction by just doing the modded sprint (The mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2198339170)

I just had to change the path to the XEH_preinit.sqf to my own and included this in the beginning to patch the exploit, code below worked as needed as a simple workaround

if (!isNil {player getVariable ["bocr_main_chestpack", nil]}) exitWith {
systemChat "You are unable to sprint with a bag on your chest.";
};
[+| CL rautamiekka Mar 18 @ 9:52am 
@mjc4wilton

I almost had it, wasn't totally sure about `_main_` being there, and couldn't be arsed to boot the game to try.

I'd recommend using `isNil` directly as of 'Arma 3' v2.18:
_unit isNil "bocr_main_chestpack"

instead of

isNil {_unit getVariable ["bocr_main_chestpack", nil]}
Mar 17 @ 4:49pm 
Thank you! 👍
mjc4wilton  [author] Mar 17 @ 3:17pm 
the macro actually expands to bocr_main_chestpack. Easiest way to check if a player has a chestpack is to run

if (isNil {_unit getVariable ["bocr_main_chestpack", nil]}) then {
systemChat "Unit does not have a backpack on their chest";
};
[+| CL rautamiekka Mar 17 @ 11:50am 
@Ↄ

`_unit getVariable "bocr_chestpack"` (98% certainty), as defined on line 52 in the `/addons/main/functions/fnc_addChestpack.sqf` file, showing what the var contains.

^ GitHub link: https://github.com/mjc4wilton/BackpackOnChestRedux/blob/master/addons/main/functions/fnc_addChestpack.sqf#L52
Mar 14 @ 9:59pm 
What is a variable I can check to see if the player has a bag on their chest..
AshTray_BY Mar 1 @ 11:48am 
RHS RD-54 backpack is in the knee area when moving it to chest. same with R-148 radio
Chair Feb 28 @ 12:53pm 
mjc4wilton, its happened with RHS vehicles and USAF C-130
mjc4wilton  [author] Feb 8 @ 11:56pm 
Do you have any specific vehicles that this is happening to? Ideally classname and mod so I can reproduce to troubleshoot it.
Chair Feb 8 @ 2:52pm 
I had the same issue as CHEN where the backpacks sometimes dont disappear in vehicles, causing it to bounce etc
mjc4wilton  [author] Feb 2 @ 11:09am 
There is a full wiki with documentation linked in the initial post
pizzapepperoni Jan 31 @ 10:25am 
how do i use the mod
Lavoroxan Jan 10 @ 2:44am 
Thank jod. Sacrificing an entire backpack slot for a M2 tripod was always ridiculous. :mhwgood:
lucas Dec 27, 2024 @ 11:51am 
Heh.. 😈
mjc4wilton  [author] Dec 15, 2024 @ 1:14pm 
Interesting. Make sure you don't have this mod loaded with the original or a conflict between them. After getting into a vehicle it should hide the backpack so there is no collisions.
CHEN Dec 14, 2024 @ 12:58am 
@mjc4wilton I discovered an issue where when my friend and I use this feature, I can see my friend's backpack outside the plane after getting on board, and the plane will collide.
Suckin Fluts Oct 12, 2024 @ 8:49am 
@mjc4wilton found the issue, uninstalled ace 7 times and redux 7 times. files never fully updated even after and somehow kept both installed so it was pathing incorrectly. apologies on the false alarm
mjc4wilton  [author] Oct 11, 2024 @ 10:19pm 
@Suckin Fluts how so? Haven't tested myself yet
Hugh Mungus Aug 16, 2024 @ 2:23pm 
We generally do HALO with the rebreather in the backpack. We drop with a vic, allowing us to ditch our parachutes, access our inventories, and swap to rebreathers and diving goggles. Dragging and dropping your rebreather over your vest will retain all your inventory items so long as you don't save the kit or swap rucksacks. When on land you follow the same procedure to re-equip your vest. This solution works very well but requires some training and cannot be done without vehicles (or an arsenal on the shore).
mjc4wilton  [author] Aug 15, 2024 @ 4:47pm 
In my unit we use a custom mod I wrote up which allows stows your gear in a larger diving backpack and equips you with the wetsuit and what not via ace interactions, and then change back later. Its a little buggy though hence why I haven't released it
Hugh Mungus Aug 15, 2024 @ 11:36am 
@mjc4wilton Thank you so much for the response! I might use this mod as a template to create a workaround. Instead of swapping the rebreather and the vest, I plan on making an ACE interaction to "stow vest". Right now that seems to be the best solution I can come up with.
mjc4wilton  [author] Aug 14, 2024 @ 6:00pm 
Unfortunately Arma 3 doesn't really provide much of a good way to do this. I am using the getUnitLoadout and setUnitLoadout commands from BI for the heavy lifting, which is the most feature-complete way to do it (includes stuff like ammo counts) without missing items. Those commands don't respect nested inventory containers (as with the majority of the game), so they get lost. I think BI just completely glossed over nested containers in the majority of their development as there are a lot of broken aspects of them which extend to their script commands. So, in short, not really a way to do it since it is a very buggy feature that barely works to begin with. For diving in particular, I recommend storing your vest items in your backpack and then moving your vest.
Hugh Mungus Aug 13, 2024 @ 7:43pm 
Amazing work! I was wondering if there is a way to prevent inventory items in nested containers from despawning when swapping your backpack to your chest. For example, when I put my vest into my backpack in exchange for a rebreather during dive operations, I lose all the items in my vest when I swap back. Please let me know if you need more details or if there's any way I can help resolve this issue. I understand this might be an edge case, so no worries if it's outside the realm of feasibility or if you choose not to investigate further. Again, nice job improving this mod!
mjc4wilton  [author] Jul 23, 2024 @ 11:52pm 
I haven't but I haven't heard of any conflicts with Antistasi. With the rewrite the code itself is much cleaner so I'd imagine that some if not all of those issues are resolved
Papa Zimmy Jul 23, 2024 @ 10:59pm 
Was this tested with any of the Antistasi Mods? Antistasi,Community, plus, or ultimate? I would love to use it, but for some reason the original bugged out AI in strange ways. Example of Issue: No AI carried backpacks, and if I did spot 1 out of 100 it was empty.
mjc4wilton  [author] Jun 6, 2024 @ 1:59pm 
The original has not been updated in many years and has many bugs. One of the more critical ones is that it often either duplicates items, or straight-up removes them. An example of this is with demolition charges. It also doesn't support variables assigned to the backpack so things like TFAR radio backpacks and ACE Gunbags don't work with it. Other changes is that it features a number of optimizations that I found in the rewrite (nothing really taxing though, maybe at most a few milliseconds of performance enhancements all around), and supports pre-compiled SQF code meaning that it makes your startup times shorter compared to the original as the game doesn't have to recompile it at boot (might save a few seconds. ACE+CBA saved around 30 seconds of boot when they both implemented it).
Wolfsong The Jester330 Jun 5, 2024 @ 11:12pm 
What's the difference between this and the original?
Mumus May 27, 2024 @ 9:28am 
@mjc4wilton!
Thanks for fixing it so quickly! It works great now!
mjc4wilton  [author] May 27, 2024 @ 9:18am 
@Munmus can you confirm that that is still an issue with the backpack disappearing? I posted an update which should address the game freezing at least.
Mumus May 23, 2024 @ 8:45am 
If I lower the backpack under me and cut the parachute because, for example, I am being shot at and want to lose altitude, the lowered backpack disappears.
Mumus May 23, 2024 @ 7:26am 
The game freezes even if only CBA and ACE are loaded with the mod, if I choose the Cut lowering line option. Tested on Self-hosted.
Mumus May 23, 2024 @ 7:02am 
I sent a bug report.
Mumus May 23, 2024 @ 6:18am 
Can you add option to Addon Settings to enable/disable cutting the bag?
Mumus May 23, 2024 @ 5:30am 
Unfortunately the "Cut lowering line" option is freezing the game to me :(
mjc4wilton  [author] May 22, 2024 @ 4:15pm 
@LeadOnTaste you are doing something wrong then or have another mod loaded that depends on the original. This mod does not require the original as a dependency, just CBA and ACE.

@Mercenary I see no reason as to why it shouldn't. Better inventory just re-arranges the GUI screen for the inventory and doesn't rewrite any parts of the inventory system. I personally don't use it but many people in my unit have been running it for years alongside this mod.
Mercenary Apr 7, 2024 @ 5:27pm 
Does this work with better inventory?
LeadOnTaste Mar 11, 2024 @ 9:58am 
It still complains about original mod being a dependency and refuses to work otherwise.
mjc4wilton  [author] Feb 29, 2024 @ 2:16pm 
Don't load the original mod. You only need to load this one. I'd consider the original and this version incompatible with each other.
LeadOnTaste Feb 28, 2024 @ 11:31pm 
Is there a way to remove original mod's ACE action automatically in further updates or a way for me to do it manually for myself? It shows both original mod and redux mod actions.
Rat Alchemist Feb 21, 2024 @ 11:18am 
MP worked well for me and my brothers
Faron Dec 29, 2023 @ 5:04am 
@Akmal1235101 you could use the attachTo function in a script to simply attach that Backpack to a player. Will probably look like shit though if you don't adjust it...
Lockheed Dec 15, 2023 @ 10:46am 
On MP, when guys put the bag on chest, it gets invisible, everything works, but no bag is shown in the chest... Any idea what could be causing it?
mjc4wilton  [author] Aug 28, 2023 @ 6:30pm 
Should work as long as it retains the original ACE function names and is just a deletion of the medical PBOs
CadetheDOGGO Aug 27, 2023 @ 8:00pm 
Does this work with the Ace-No medical?
Taro Aug 12, 2023 @ 6:13pm 
what the keybind
mjc4wilton  [author] Jun 5, 2023 @ 2:55pm 
You cannot use this without ACE, hence it is listed as a required addon
[+| CL rautamiekka Jun 5, 2023 @ 6:08am 
@akmal1235101

IIUC: Fuck no. 1st you have to get through the required addons check, and then there are so many chances for the consequently undefined parts of the scripting to crash the game and the mod to be disabled before you get into a mission.