EXPBG ACE Expansion
by M.Pac
Contributors
K.Edgar
0.4.0
- Names only: EXPBG Compat - ACE is now **EXPBG ACE Expansion**. It carries its own ACE features (carry wounded, patient supplies first, buddy backpack, pass magazine) besides the ACE guards, so it is no longer only a compat. Same Workshop item (56BA8DE513762BA7), same settings (the mission-header keys keep their names), no gameplay change from 0.3.11. New listing text and preview. The repository is ExpBG-Tech/mod-ace-expansion.
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 01:22:13 GMT
- Last Modified
- Sun, 08 Nov 2026 01:22:22 GMT
0.3.11
- Patient supplies first: saline bags and tourniquets are applied again. Since game 1.9 (released with the ACE 1.5.40 update), the medic took the patient's saline bag or tourniquet, played the treatment and nothing was applied: the bag or tourniquet stayed in the medic's inventory and the server logged "treatment supply retained with medic". The same happened to the ACE airway items that attach to the patient, and a cancelled treatment no longer gave a borrowed item back. Game 1.9 checks an inventory move at the receiving player too, and this mod's guard for borrowed items wrongly refused the patient himself. It now guards a borrowed item only where it is, as before 1.9. Bandages, morphine and the ACE injectors were not affected. Works for conscious and unconscious patients. - The patient-first on/off switch now reaches clients through the game mode instead of each player's controller. Same behaviour and the same mission-header setting; the mod no longer adds a replicated value to the player controller.
- Game Version
- 1.9.0.37
- Created
- Sat, 07 Nov 2026 22:03:43 GMT
- Last Modified
- Sat, 07 Nov 2026 22:03:50 GMT
0.3.10
- ACE Overheating: spawning a rifle with a very low item weight no longer raises the script error '"..." has no mass.' The EXPBG Units L119A2 rifles hit this, because the M4 Block II and URG-I mod gives its rifle body a weight of 0.01. These rifles use ACE's own 2 kg fallback barrel, as they did before with the error, and the server log gets one line per rifle type instead. Other rifles keep ACE's values, and heating is unchanged. - The same correction for a barrel length at or below ACE's 0.01 m limit. - Pinned against ACE Core Dev and ACE Medical Breathing Dev 1.5.41 (the other ACE modules stay on 1.5.40). No change in behaviour or settings from this. Portable checks and the native Workbench compile pass. A native server fixture on game 1.9 spawns the rifles and fires one through ACE's heat path with an AI stand-in; see docs/TESTING.md.
- Game Version
- 1.9.0.37
- Created
- Sat, 07 Nov 2026 07:34:02 GMT
- Last Modified
- Sat, 07 Nov 2026 07:34:06 GMT
0.3.9
Game 1.9 compatibility (Arma Reforger 1.9.0.37, ACE 1.5.40). - Compiles and loads on game 1.9. The game replaced the inventory check that decides whether someone may take an item from another player's storage; buddy transactions and backpack-only buddy access now use the new check, with the same rules as before. - ACE 1.5.40: the oxygen mask preview fix is gone, because ACE Medical Breathing 1.5.40 no longer needs it. The chopping helper fix follows ACE Chopping 1.5.40's new helper prefab. - Loads in large modsets on 1.9: game 1.9 limits how many distinct script container types all loaded mods may create together, and the full campaign modset crashed at script start. This compat now adds none of its own (was 2). No change in behaviour or settings. Portable checks and the native Workbench compile pass against ACE 1.5.40 and game 1.9.0.37; the full 139-mod campaign set starts on a 1.9 server with it. Not yet tested in multiplayer on 1.9.
- Game Version
- 1.9.0.37
- Created
- Thu, 05 Nov 2026 23:32:30 GMT
- Last Modified
- Fri, 06 Nov 2026 00:26:06 GMT
0.3.8
- Patient supplies first: needle decompression (ACE NCD kit) works again on a player with a tension pneumothorax. Before, the action was offered but clicking it did nothing, with no animation and no message, because the server rejected every NCD kit before the treatment started. The server now checks the NCD kit the same way ACE's own needle decompression action does (tension pneumothorax, chest only). All other treatments are unchanged. Portable checks and the native Workbench compile pass. The NCD treatment has not been tested in multiplayer yet (see docs/TESTING.md).
- Game Version
- 1.8.0.13
- Created
- Thu, 05 Nov 2026 00:22:26 GMT
- Last Modified
- Thu, 05 Nov 2026 00:22:29 GMT
0.3.7
Fixes from the 2026-11-04 audit. - Patient supplies first: the off switch (`m_bEXPBG_CACE_PatientSuppliesFirst 0` in the mission header) now works on dedicated servers. Before, a player on a server with the switch off could not treat a friendly player at all: every buddy treatment silently did nothing. The server now sends its setting to each player. If a server changes the setting while players are connected, each player gets the new value at his next treatment (switched off: also at his next ACE medical menu). - Patient supplies first: when a borrowed item is in the medic's hand but the game does not start the treatment, the item now goes back to the patient after 15 seconds. Before, it stayed with the medic for two minutes, and he could not start another patient-first treatment in that time. - Patient supplies first: a medic who disconnects during a treatment no longer keeps the patient's item. The server sends it back to the patient, unless the medic is using it at that moment (an item in use is never moved). - Open buddy backpack: you can again put items you looted from an ACE captive or a surrendered player into your own backpack, and back into his. Portable checks pass. Native compile and server fixtures: see docs/TESTING.md. The multiplayer checks (switch off with two players, disconnect during a treatment, captive loot) are still open.
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 16:33:23 GMT
- Last Modified
- Wed, 04 Nov 2026 16:33:27 GMT
0.3.6
Workshop listing only: a shorter, simpler description, and a second contributor who can publish updates. The mod's content is unchanged; only the version number differs from 0.3.5.
- Game Version
- 1.8.0.13
- Created
- Tue, 03 Nov 2026 17:39:14 GMT
- Last Modified
- Tue, 03 Nov 2026 17:39:18 GMT
0.3.5
- Fix (production review 2026-10-31, broken since 0.3.0): the backpack of a dead, unconscious or AI character could not be looted, and items taken from another character (for example a body) could not be put into your own backpack. The buddy-backpack checks now only ever add access to a conscious friendly player's backpack; everything else keeps the game's own looting rules. - Fix: when the server refused a patient-first treatment (for example the previous treatment was still finishing), the medic's next treatment was ignored for 15 seconds. Every refusal is now answered at once, so the next attempt works immediately. - Fix: a cancelled treatment that had to wait while the medic used another item could stay stuck until the player reconnected; it now finishes as soon as that use ends. A treatment decided on another machine at the 2 m edge always runs the game's own treatment there. - Buddy actions: "Pass spare magazine" and "Open buddy backpack" no longer repeat their checks when deciding whether the shown action can be used (half the work per frame near a friend).
- Game Version
- 1.8.0.13
- Created
- Sat, 31 Oct 2026 08:03:19 GMT
- Last Modified
- Sat, 31 Oct 2026 08:03:34 GMT
0.3.4
- Patient medical supplies first: new optional mission-header setting `m_iEXPBG_CACE_PatientReserve`, the number of items of each medical type that always stay with the patient (for example 1: the medic never takes his last bandage, morphine or saline and uses his own instead). Default 0 keeps the current behaviour: all of the patient's supplies are used first. Portable regression covers the reserve per type, the default and the medic fallback. Native compile and server fixtures pass. A local server with two real clients confirmed morphine and saline taken from the patient first, and with reserve 1 the medic's own bandage used while the patient kept his only one, and the patient's last morphine kept when the medic had none.
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 19:07:56 GMT
- Last Modified
- Fri, 30 Oct 2026 19:08:00 GMT
0.3.3
- Open buddy backpack: a friendly player with no backpack but a GRS back panel (for example GRS: Stranddhogg - MC) now gets that back panel opened instead, including what is attached to it. With a backpack equipped, only the backpack opens, as before. GRS is not a dependency: its back-panel loadout area is looked up by name, and without GRS-Essentials nothing changes. Native compile and the buddy, carry and smoke server fixtures pass. A local server with two real clients and GRS loaded opened the patient's Stranddhogg back panel as the buddy storage; what the pane shows and put/take into its pouch still need a two-player check.
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 18:37:52 GMT
- Last Modified
- Fri, 30 Oct 2026 18:37:57 GMT
0.3.2
- Carry wounded: a conscious player carried on the shoulder now sees a third-person view of himself (the game's own orbit camera, the one ACE's carried unconscious casualties use) instead of a first-person camera at the carrier's feet. Passing out, death, getting off and everyone else keep the native cameras. Server fixture checks the camera rule; what a carried player sees still needs a two-player check.
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 15:22:12 GMT
- Last Modified
- Fri, 30 Oct 2026 15:22:16 GMT
0.3.1
- Fix medical prompts appearing around other players while holding a rifle: stored patient and medic supplies are now considered only during an explicit ACE medical-menu availability query. Ordinary nearby actions again require the matching medical item to be equipped. Patient-first transfer, own-supply fallback and native treatment/effect eligibility remain unchanged. - Remove the now-unused prepared-supply override state: once a borrowed item is equipped, the native held-item lookup selects it. Ordinary prompt checks no longer run buddy-eligibility work on every nearby healing action. - Keep Buddy backpack access and magazine passing at the requested one-metre range; the owner confirmed both work when closer. No Buddy behavior change is included. Portable regression reproduces the unwanted prompt lookup on 0.3.0 and passes with this correction. Native compilation and multiplayer visual acceptance of this patch remain separate gates.
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 14:31:12 GMT
- Last Modified
- Fri, 30 Oct 2026 14:31:17 GMT
0.3.0
- Automatically use the patient's matching medical supply first, with the medic's supply as fallback. A default-enabled ACE mission-header setting controls this behavior. Treatment uses the original animations and effects; cancelled borrowing returns the same item through native inventory operations. Existing ACE medical categories expose eligible patient treatments. - Add ACE Buddy interactions to open only a friendly player's equipped backpack and pass one compatible nonempty spare magazine for the held weapon, within one metre. Loaded magazines stay in the weapon. Backpack access supports native insertion and server-validated taking. - Validate player identity, range, item ownership, reservations and destination capacity on the server. Wait for transferred items to arrive on the owner before equipping; preserve native tourniquet apply/remove intent so a delayed removal cannot become an automatic application. - Add pinned native/ACE source checks and portable transaction regressions. Correct the stale C1 test pin to the already released 90-percent leg-health threshold; C1 behavior is unchanged. Portable checks and native compilation pass. Actual two-player testing confirms patient-first tourniquet use, bandage consumption/healing, cancellation with exact-item refund, native-entrypoint tourniquet removal, medic-supply fallback, backpack insertion/right-click taking and radial magazine passing. Some operations used opt-in fixture commands to invoke the normal native UI/action path; keyboard acceptance is separate. The latest full two-player window ended normally, while native post-window persistence leaks kept its strict harness result false. Mission-header-off multiplayer, other medicines, individual-slot dragging, race/disconnect and JIP cases remain unverified; see [validation evidence](docs/TESTING.md).
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 05:57:30 GMT
- Last Modified
- Fri, 30 Oct 2026 05:57:34 GMT
0.2.1
- Fix (owner report 2026-10-29): "Carry wounded" did not show on a conscious player who limps from leg wounds. It needed a leg at or below half health, but vanilla slows a player from the first leg damage. It now shows once either leg is at or below 90 % health (or has a tourniquet).
- Game Version
- 1.8.0.13
- Created
- Thu, 29 Oct 2026 14:32:22 GMT
- Last Modified
- Thu, 29 Oct 2026 14:32:25 GMT
0.2.0
- **New required mod: ACE Carrying Dev (`65AD7C379CBD394D`).** Load it on the server and every client with this addon (it was in every production modset checked, and in the playtest of 2026-10-24). - New (owner request, playtest 2026-10-24): **carry a wounded but conscious friendly player on the shoulder.** "Carry wounded" appears on a friendly player whose leg is at or below half health or has a tourniquet, and uses ACE's own carry (pose, half speed, weapon away, LCtrl+X to put down, "Load carried" into a vehicle). The carried player can get off at any time with "Get out" and lands on his feet beside the carrier; if he passes out on the shoulder he stays carried; if he dies, his body is put down beside the carrier. Players only, friendly only (enemies: ACE Captives); ACE's Carry and Drag of unconscious casualties are unchanged. - ACE Overheating: a gun body placed in the world without a prefab is named by its model in the log line instead of an empty name (playtest 2026-10-24). - Tests: new server fixture `tests/EXPACE_CarryWoundedGameplay.c` (35 checks pass); the two-client check of the carry is listed in docs/TESTING.md and still to be done in game.
- Game Version
- 1.8.0.13
- Created
- Sun, 25 Oct 2026 02:24:37 GMT
- Last Modified
- Sun, 25 Oct 2026 02:24:40 GMT
0.1.2
- ACE Finger: closing the map no longer leaves map pointer entries behind. ACE's `ClearPointers` removed entries while looping over them, so with two or more squad mates pointing about half of them survived each close, came back as duplicates on the next open, and could leave another player's pointer frozen on the map as a ghost marker after release. Leftover markers are now removed on close, a pointer is never listed twice (a stale entry is replaced by a fresh marker), and a marker whose pointer is gone is hidden. Live pointers behave as before (deep dive 2026-10-18, CACE-STAB-1). - ACE Finger: a squad mate's pointer that is active while you open the map gets its marker in the map's icon layer. ACE added those markers before it looked up the icon container, so on a reopen they went into the old, destroyed container (the screen root) and could sit at the wrong place or depth until the map closed.
- Game Version
- 1.8.0.13
- Created
- Sun, 18 Oct 2026 18:12:01 GMT
- Last Modified
- Sun, 18 Oct 2026 18:12:05 GMT
0.1.1
- ACE Overheating: a gun with no attachments storage or no item weight (a gun body placed in the Operation Watchtower world, `M16A2_carbine_body.xob`) uses ACE's own fallback barrel mass with one log line instead of ACE's script error, which stopped a diagnostic server at world load (2026-10-14) and is an error line on every retail start. Same result as ACE's fallback, also next to M4 URGI ACE Overheating Compat.
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 19:46:06 GMT
- Last Modified
- Wed, 14 Oct 2026 19:46:09 GMT
0.1.0
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 08:59:26 GMT
- Last Modified
- Mon, 12 Oct 2026 08:59:29 GMT
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