Arma 3
121 ratings
Data Type: Mod
File Size
0.117 MB
Dec 18, 2016 @ 10:09am
Mar 30, 2017 @ 6:49am
9 Change Notes ( view )

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BackpackOnChest is a mod, which adds the functionality of carrying an extra backpack on your chest.
- Various modules and functions for mission creators (wiki)
- Implementation through ACE-SelfInteractionMenu
- TFAR compatibility (radio settings are preserved) (NOT SUPPORTED IN THE PRE RELEASE)
- Preserving attachments/magazines of weapons
- Support for partially full magazines
- Full multiplayer compatibility (incl. JIP)
- Zeus compatibility
- Button in the arsenal to speed up things
- Forces the player to walk while carrying a backpack on the chest

Popular Discussions View All (4)
Mar 22 @ 2:26pm
permission to upload in a mod pack
Jan 10 @ 5:17am
Permission to re-upload in a bundle?
Mar 12 @ 9:26am
Permission to upload in a mod pack?
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Jakes Jun 24 @ 4:48am 
Currently running on both Server and Client, will keep it so ...thx
DerZade  [author] Jun 24 @ 4:44am 
As long as you don't use any mission modules, BOC will probably work client-side only. Although I won't guarantee, that there won't be any errors. It definitely won't work server-side only.
I'll advise to just load it on every client and the server, to prevent errors.
DerZade  [author] Jun 24 @ 4:38am 
Sorry, this mod is intended for use with ace only. I'll probably never make it vanilla compatible. But if you really want to, you can add functions to perform the actions via a keypress yourself in an extra mod or in your mission. There are functions [] for everything available. (But please don't change any original PBOs. Your goal should be fairly simple to achieve even without changing them :D)
Jakes Jun 23 @ 3:13am 
Thanks for mod (should be in base game really) Could this be loaded as SERVER side only or must it be client & server?
Rad Jun 18 @ 4:59am 
What are the chances for adding custom keys trough vanilla custom keys or CBA addon settings. That way ace wouldn't be required for the swapping of backpacks. I tested the mod in vanilla and it works fine except for missing swap actions (I used the arsenal to swap backpacks)
Lepalose May 31 @ 5:42pm 
Lepalose Just now Delete
Good point on the questions about compatability being put on you. Your reasoning here is exactly the same as those who have requested to put this in a modpack. I hope you can see that admins are trying to reduce the questions they get by making custom ACE modpacks to avoid compatibility issues.

With regards to that in the second comment, what you may not realize is that disabling default ACE systems via CBA does not work properly in many practical cases. This is why you see, if you searched ace, that there are countless no-medical (and other) ACE versions that use this modular nature to avoid this problem entirely, as was intended. While I respect and agree to a degree with your principled view on how it should work, the problems are practically and commonly solved with such modifications for many groups having good and valid reasons to do so.
DerZade  [author] May 31 @ 4:52am 
I know ACE is meant to be modular, but almost every modification can be done through adding additional PBOs. I can't think of a reason to remove one, because almost every system in ace can be deactived and every function can be overwritten by adding new PBOs.

You could only upload those + compatibility PBOs to your mod and use the default ace version from the workshop.
DerZade  [author] May 31 @ 4:42am 
A already thought about this a couple of times.
Removing the dependency would result in people asking why it doesn't work without ace or how to access the action. Or I get bug reports which weren't even my fault, but the fault of the modified ace.
Trust me people don't read the description. Even if it is written all caps and bold. Most people don't even read other comments, to check wether their question was already asked. I learned this the hard way. Just count all the requests for mod compatibility on the GRAD SlingHelmet Workshop page. I think that's a good example.

Sadly, in my experience there is no win-win scenario which solves this.
Lepalose May 30 @ 10:25pm 
@42nfl19 provides the solution I have seen most other ACE addons/mods use to circumvent this issue & question from coming up. They clearly state their dependencies in the description but not enforce it.

Considering that ACE is meant to be modular (i.e., remove or add components to it), different modifications of ACE is typical and result in many unique and specific mods for different communities. Just search "ace" in the workshop to see what I mean about this.

Without the steam dependency of ACE for this mod, I would not need to pack it into our ACE modification, allowing users to access the latest versions and perhaps you would get less questions about this as well. I think that may be a win-win scenario.
42nfl19 May 30 @ 7:11pm 
Well one way to fix the dependency issue is that you remove the steam dependency. That way people can use their own custom ace versions. All you would have to do is mention in the description that this needs ace at all. I could be wrong though but I have seen mods that use/need ace but don't have it in there dependency.