EXPBG BattleWear

by M.Pac

Contributors

K.Edgar

0.6.0

- **Blood stays on the uniform, the wound heals (new default).** Any jacket and trousers a player wears now keep the blood of the hits that soaked them, also after every heal and with ACE Medical, not only the supported EXPBG Units garments. Vanilla and Units uniforms show it now; most RHS and all GRS uniforms have no blood layer and do not show it. The wound on the body heals as in the base game.
- **Lasting wounds is now a choice of three: Off, Face only, Whole body. The default is Off.** Off: every wound mesh heals, only the uniform blood stays, and **Wipe face clean** is not offered. Face only is the 0.5.8 face behaviour (the face keeps its blood until about fifteen minutes of rain or **Wipe face clean**). Whole body is the old 0.5.x "on". A BattleWear Settings module saved by 0.5.x had an on/off value: check **Lasting wounds** once after loading such a save. If you want Face only as the default for everyone, tell us: it is one constant.
- The Game Master tab is now called **BattleWear** (the EXPBG icon already shows whose it is).
- **Even less work on AI soldiers.** Every BattleWear hook now checks one flag first and stops there for a soldier without a player: wounds, bleeding and new clothes on AI run exactly as in the base game with no BattleWear lookup. The flag is set the moment a player (or a Game Master possession) takes a soldier.
- **Leaner start-up footprint.** BattleWear now changes each game class only once (it changed the character and the hit zone twice each), never the player controller or the camera, and adds no new template types. New portable guards keep it that way.
- Three broken uniform overlays that pointed at missing materials (Crye G3, PCU) are gone. No gameplay change for players.
Game Version
1.9.0.37
Created
Mon, 09 Nov 2026 03:02:07 GMT
Last Modified
Mon, 09 Nov 2026 03:02:20 GMT

0.5.10

- **Fixes the Linux dedicated server crash at start with GM Tools (H0VI).** With a large mod list on game 1.9, a Linux server crashed in '#InitGlobals' when BattleWear and GM Tools were both loaded; either one alone started. They were the only two mods sharing a change to the game's player controller, the most-modified class of such a list. BattleWear no longer changes the player controller at all: it now listens to the controller's own event for a player taking a soldier. No gameplay change.
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 14:25:30 GMT
Last Modified
Sat, 07 Nov 2026 14:25:39 GMT

0.5.9

- **BattleWear applies to players only, never to AI. The AI exception from 0.5.8 is removed.** 0.5.8 remembered a wound on the face on every soldier; that was wrong. An AI soldier now gets nothing from BattleWear: no remembered wound, no blood kept on clothes, no dirt, no weapon wear. Healing him works as in the base game, so a medical kit on an AI soldier clears his face.
- **A soldier wounded as AI and then taken by a player has no memory of that wound.** Only a wound taken while a player controls him is remembered.
- **Nothing changes for players.** Blood on a player's face still stays after the medical kit, every other heal and ACE. Only about fifteen minutes of rain or **Wipe face clean** take it off. Moving still stops **Clean weapon**.
- A soldier who was a player and then lost his player (a disconnect, a Game Master leaving him) keeps what he already had, as before 0.5.8, but no BattleWear logic keeps running on him: his refresh stops after a few passes, and a cleaning he was in the middle of stops.
- **One weapon-cleaning hint per session.** "Your weapon is fouled" and "Keep still for eight seconds" now share one showing, whichever comes first. Respawning or taking another weapon does not bring it back.
- **No more stoppage hints.** A stoppage, clearing one and finishing a cleaning no longer show a hint. Inspecting or reloading still clears a stoppage.
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 08:35:47 GMT
Last Modified
Sat, 07 Nov 2026 08:35:53 GMT

0.5.8

- **Blood on the face stays on after any heal, on every soldier.** The medical kit and every other heal now leave it on AI soldiers and on a soldier who was wounded before a player took him, not only on a soldier the player already controlled. Only slow rain and **Wipe face clean** take it off. Everything else about AI stays as it was: no dirt, no blood on clothes, no weapon wear, no other lasting wounds.
- **Rain counts more strictly.** Every new wound starts the fifteen rain minutes again, also in dry weather (before, a new wound healed in the dry could be washed off by the next minute of rain). Where you stand or lie makes no difference: walking, crawling and lying in the rain all count, swimming does not. Rain now also washes a face when the Game Master has dirt switched off.
- **Moving stops Clean weapon.** W, A, S and D now stop the cleaning at once and the weapon stays dirty, as the hint says. Before, the character kept wiping until the eight seconds were over and the weapon was cleaned anyway. Tested with real key events; a physical keyboard and a gamepad stick are still for a playtest.
- **Lasting wounds reaches everyone at once.** Switching it off hides a remembered wound on every soldier straight away, also on an AI soldier and on a dead body, and switching it on shows it again. It no longer takes up to five seconds on players.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 22:10:55 GMT
Last Modified
Fri, 06 Nov 2026 22:11:26 GMT

0.5.7

- **Rain washes blood off a face more slowly.** A healed bloody face now takes about fifteen minutes of full
  rain under open sky instead of about one, so blood outlasts dirt (about ten minutes). Rain that fell before
  the wound healed no longer counts. Blood on clothes still stays.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 16:25:55 GMT
Last Modified
Fri, 06 Nov 2026 16:27:17 GMT

0.5.6

Fixes the character freezing after **Clean weapon**.

- **No more freeze after cleaning.** When the cleaning animation ran out at 8 seconds, or when firing,
  sprinting, reloading, raising the weapon or aiming interrupted it, the game waited for an end signal this
  animation never sends, and the character stayed frozen until knocked unconscious. Every stop of the
  cleaning animation now ends it at once.
- **A slow server no longer cancels a finished cleaning.** If the animation ends just before the server's
  completion arrives, the cleaning still completes.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 14:54:42 GMT
Last Modified
Fri, 06 Nov 2026 14:55:14 GMT

0.5.5

Game 1.9 compatibility (Arma Reforger 1.9.0.37). Needs Expbg Units 1.0.18 or later, the Units
version that loads on game 1.9. Also contains the 0.5.4 changes below, which were never published on
their own.

- Compiles and loads on game 1.9 (no BattleWear script needed a 1.9 change).
- 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. BattleWear's settings
  module list and weapon ledger now use container types that the game or other EXPBG mods already
  have (2 of its own before, now only one shared with other EXPBG mods). No change in behaviour, saves
  or settings.
- From 0.5.4: weapons really get dirty now (dust from level 1, mud from level 3, caked at 15), the held
  weapon gets dirty as fast as the uniform, and **Clean weapon** leaves a light film of dust.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 00:36:59 GMT
Last Modified
Fri, 06 Nov 2026 01:33:05 GMT

0.5.3

- Switching weapons no longer shows a false "Stoppage cleared." or "Weapon field-cleaned." hint. Drawing a weapon that is still jammed names the stoppage again, as before.
- A weapon you draw no longer shows the dust and mud of the weapon you put away. It looks clean for a moment until the server confirms its own condition, which now happens as soon as the switch completes instead of up to 5 seconds later.
- **Clean weapon** in the ACE radial menu follows the weapon in your hands: it is offered only once that weapon's own condition has arrived, never on the strength of the weapon you put away.
- Turning **Lasting wounds** off in the Game Master settings now hides remembered wounds within about 5 seconds for players who are already connected, the same as late joiners already saw. Real, open wounds stay visible. Turning it back on shows the remembered wounds again. Bodies that have lain for more than about 15 seconds keep what each player already saw until the body is removed.
- The **Dirt rate** tooltip in the Game Master settings now says about 8 minutes of crawling on soil for full cover at rate 1, as in 0.5.1 (it still said 20).
- Less work on players' machines: a dead player's body stops its 5-second visual refresh after three passes.
Game Version
1.8.0.13
Created
Wed, 04 Nov 2026 16:23:41 GMT
Last Modified
Wed, 04 Nov 2026 16:23:50 GMT

0.5.2

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 0.5.1.
Game Version
1.8.0.13
Created
Tue, 03 Nov 2026 17:03:52 GMT
Last Modified
Tue, 03 Nov 2026 17:04:24 GMT

0.5.1

- Dirt builds up in wet weather: rain no longer washes the uniform or weapon while you are lying or crawling on the ground, so wet ground now muddies instead of cancelling out. Previously, in rain, crawling on grass or soil never made a weapon dirty and grass never dirtied a uniform.
- Dirt shows sooner: crawling on soil shows first dirt after about 30 seconds (grass about a minute) instead of about 3 minutes; full uniform coverage takes about 8 minutes instead of 20. The settings module's dirt rate still scales this.
- More of the weapon gets dirty: sand dust now spreads over the whole weapon (it was faint and only on small spots) and is lighter, mud is lighter too, so both show on black metal. Dirt grows with every level, from a light film of dust at level 1 to heavy, caked dust and mud at 15 with the metal still showing through; mud starts at level 2.
- The whole rifle gets dirty, not only its attachments. The modular M4/L119A2 parts (upper and lower receiver, RIS II, SMR and RAS handguards, stocks, grips, UGL) never showed dirt: the runtime material swap does not reach them. Every supported weapon, part, attachment and magazine now carries its dirt material in the prefab, like vanilla bayonet blood, and the held weapon's level is set on each part. The two-layer RIS II and SMR handguards are converted too.
- Attachments no longer look fully dirty at any level: each part shows the held weapon's actual level and is clean (looks as authored) when nobody dirty holds it. Holstered, dropped or detached parts return to clean.
- Uniform mud covers more of the garment in larger, darker patches that stand out on MultiCam.
- Dirt materials regenerated from EXPBG Units 1.0.15.
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 23:41:22 GMT
Last Modified
Sun, 01 Nov 2026 23:41:39 GMT

0.5.0

- A clean supported weapon keeps its authored materials: the private dirt materials are only put on the held weapon and its attachments while it carries exterior dirt. Remapped attachments (optics, lasers, UGL) previously started at the engine default of the dirt parameters and looked fully dirty on a freshly spawned, clean weapon.
- After remapping, the weapon re-sends its dirt values (also once 100 ms later) so newly mapped attachments show the weapon's real level.
- **Wipe face clean** in the ACE radial menu (BattleWear category): takes the remembered blood off your own face once the head is no longer actively wounded. The server re-checks it. Rain still washes a healed face as before; both now treat a head as healed when vanilla no longer shows it wounded, since ACE Medical can leave a treated head below full health.
- Lower idle cost: the owning client's per-frame BattleWear check now only runs while a stoppage, the immediate-action drill or cleaning is active (it ran every frame for the whole life). Each character keeps a single five-second client refresh (two could run side by side after spawning). Shots no longer touch the call queue unless cleaning is in progress, and a cancelled cleaning sends one cancel request instead of one per frame until the server answered.
- The BattleWear Settings module is listed under the EXPBG faction in the Game Master browser (label `FACTION_EXPBG`, from the required EXPBG Units), like the other EXPBG modules.
Game Version
1.8.0.13
Created
Sat, 31 Oct 2026 16:34:19 GMT
Last Modified
Sat, 31 Oct 2026 16:34:28 GMT

0.4.0

- Consolidate supported EXPBG Units dirt and cleaning into core with a direct Units dependency; retire the separate Modset addon.
- Limit wear accumulation and maintenance to players and supported Units equipment; remove AI dirt and all cosmetic dressing/bandage runtime content and controls.
- Replicate exterior weapon dirt separately from internal fouling so an unfired muddy weapon can display full mud.
- Reuse inherited material-component identities across Units weapon variants so the overlays do not prevent weapons from initializing.
- Add an explicit ACE radial cleaning transaction with an authority-owned eight-second timer and interruption checks; remove silent cleaning during ordinary inspection.
- Refuse or cancel weapon cleaning while a gadget remains held, attached or wanted, even when a supported rifle is selected.
- Add an original cleaning-cloth model and procedural hand-wiping graph using the native replicated animation command. Raise the rifle and wait for the native settled pose before wiping, then restore the original pose without overriding the player's firing, aiming or raise input.
- Make mud visible on supported garments with red-only VFX masks by adding a private green mud channel while preserving every original red blood-mask block. Use native compiled-texture metadata so the new masks load without requiring PNG sources; existing multichannel garment and weapon masks remain unchanged.
- Verify first-person L119 wiping and a same-camera clean/muddy CP_G3 sleeve and CryeG2 trouser comparison on the final native candidate. Observer/JIP, other equipment/platforms and environmental accumulation/washing remain separate checks; the strict session result retains native shutdown findings. See [testing evidence](docs/TESTING.md).
Game Version
1.8.0.13
Created
Fri, 30 Oct 2026 05:38:45 GMT
Last Modified
Fri, 30 Oct 2026 05:38:57 GMT

0.3.1

- Arm dressings over a sleeve sit closer to the cloth (sleeve fit 1.45 to 1.3): the wrap looked
  bulky on RHS and other thick sleeves.
Game Version
1.8.0.13
Created
Wed, 28 Oct 2026 16:25:27 GMT
Last Modified
Wed, 28 Oct 2026 16:25:43 GMT

0.3.0

- Visible weapon dirt: the weapon in hand gets sand dust as it fouls and gets dirty (from weapon
  level 4 of 15, full at 10) and caked mud on top (from 9, full at 15), and looks clean again after
  field cleaning. The 104 plain vanilla weapon materials (rifles, machine guns, handguns,
  launchers, attachments, magazines) become layered materials with BattleWear's own dust and mud
  layers and a plain mask texture; a material component added to Weapon_Base starts both at 0, so
  clean weapons look as before. Weapons from other mods keep their look (EXPBG BattleWear - Modset
  covers the RHS weapons).
- Clean uniforms start clean: a garment that was never dirtied showed BattleWear's mud at full
  strength, because the game leaves that material value at its maximum. Every worn jacket and
  pair of trousers is now set to the wearer's dirt, also after looting or swapping clothes.
- Bandage wraps redone: a new gauze mesh (three overlapping spiral turns with a loose end, the
  texture at real size instead of stretched) that fits bare skin or sits over the sleeve or trouser
  leg actually worn, and refits when clothes come off or go on.
- Medic actions no longer kneel: Remove dressing and Wipe face clean take effect at once and the
  medic keeps moving with the weapon in hand (the treat motion and its animation graph are gone).
- Treatment request for menus (used by EXPBG BattleWear - Modset for the ACE medical menu): takes
  every healed dressing off, or wipes a healed face, on a soldier within 3 m or on yourself; the
  server checks reach and state.
Game Version
1.8.0.13
Created
Tue, 27 Oct 2026 19:14:11 GMT
Last Modified
Tue, 27 Oct 2026 19:14:22 GMT

0.2.1

- Workshop listing text updated for the 0.2.0 medic actions and immediate-action drill, with a
  pointer to EXPBG BattleWear - Modset. No gameplay change.
Game Version
1.8.0.13
Created
Tue, 27 Oct 2026 11:21:40 GMT
Last Modified
Tue, 27 Oct 2026 11:21:56 GMT

0.2.0

- Medic actions on every soldier (vanilla and modded units): **Remove dressing** on each arm and
  leg (once the bleeding there has stopped) and **Wipe face clean** on a healed, bloody face. Both
  are visual only and play a short treat-other motion (vanilla gauze clips for the medic's stance);
  the medic keeps the weapon in hand.
- Immediate-action drill: inspecting a jammed weapon racks the bolt (the weapon's own rack-bolt
  animation, seen by other players too), clears the stoppage and checks the chamber. Reloading
  still clears it as well.
- The stoppage firing block is only set while the trigger is pulled, so it never holds back a
  reload or an inspection.
- Field cleaning turns the weapon from side to side while it is wiped down.
- Compatibility hook for other jam systems (used by EXPBG BattleWear - Modset for ACE Overheating).
Game Version
1.8.0.13
Created
Tue, 27 Oct 2026 07:40:03 GMT
Last Modified
Tue, 27 Oct 2026 07:40:10 GMT

0.1.0

Game Version
1.8.0.13
Created
Mon, 26 Oct 2026 19:17:37 GMT
Last Modified
Mon, 26 Oct 2026 19:17:46 GMT

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