Arma 3
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DynamicCamo v1.5 example scenario.
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: Altis
Tags: Tag Review
File Size
Posted
Updated
11.820 MB
14 Jun, 2019 @ 7:56am
14 Jun, 2019 @ 8:47am
2 Change Notes ( view )

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DynamicCamo v1.5 example scenario.

Description
DynamicCamo (Updated Version 1.5 ) 17/5/19

Note this is a brief test scenario with DEBUG set ON to show the calculated camo values. To use the script in your own mission get the script from https://forums.bohemia.net/forums/topic/223202-release-dynamiccamo-script/ You can get the editable version of this scenario there if you want to see how ive set it up. March 2022 - note that the script is in the folder for this test mission. I will reload it to the forum in the next couple of days.

IMPORTANT - I would advise using the MOD VERSION now which is available from my workshop rather than the script. It is essentially the same but any improvements or changes will be made to the mod version. The forum thread can be useful though if you want to understand aa bit more about what the script is doing.

NOTE This is just a basic test scenario, nothing fancy. Escape across the fields to the NNE to the outskirts of Athira and watch out for patrols. Watch your camo value change as light level changes, overcast, rain and fog changes and as you dodge to cover and change stance etc. The "knows about " value is shown for the leader of the group coming down the road when you start so you can see from the value if and when he detects you.


What does it do?

It takes account of players stance, uniform and environmental factors to adjust the players and/or AI unitTrait CamouflageCoef and audibleCoef. A low camouflageCoef and audibleCoef gives greater camouflage to the unit and makes it harder for ai to see and hear you.
Vanilla units normally have camouflageCoef and audibleCoef set to 1 as default. This script dynamically resets this depending on a number of factors. It does this each time player changes stance and at set intervals.
This is not just a "stealth" or Ghillie script and will provide camo benefit in all infantry combat. No distinct handling of urban environment at this time. Coming later.

Why do you need this?
Player may feel AI are not sufficiently impaired in detecting player by factors such as uniform camo, light level, rain, Overcast level, Fog, and Wind, and Trees, Bushes and rocks near player.Script allows player to determine what impact these factors will have on AI ability to detect player or ai unit by sight and sound
It does not alter AI ability to detect movement.
When the script is run on an ai unit it impacts the ability of other ai iunits to see or hear that uit depending on environmental factors etc just as for player.

What influences the Dynamic Camo?
Units stance, units uniform, Fog, Rain, Overcast, light level,wind and bushes or trees and some other objects ( rocks, telephone poles so far) adjacent to unit. Changes happen automatically on change of stance (a minimum 3 second cooldown is built in.) and at scheduled intervals of around five seconds

Can the effect be adjusted ?
User can adjust impact of the Dynamic camo script in their own scenario by passing the range for the impact for both camouflageCoef and AudibleCoef . These are passed as arguments when calling the script. See guide to adjusting the effect.InstallationCopy script as camoscript.sqf to mission folder. In player init put camo = [this, "DEBUG", 0,1,0,1,5] spawn compile preprocessFile "camoscript.sqf"; will run script in DEBUG mode with a five second recalc delay and a full effect..Remove DEBUG to turn off debug information and just play.
7 Comments
Bunc  [author] 31 Mar, 2022 @ 6:19am 
Karlomagno - Im not sure this can be implemented as it is in the campaigns because its a script that woudl normally go in your mission folder. To work for a campaign it would need to be wrapped up as a Mod addon and I haven't got round to that - sorry. At this point its really designed for missions or scenarios you create yourself so that yo can drop the script into the mission folder.
Karlomagno 24 Mar, 2022 @ 8:59am 
how can i implement this on the main campaign? can you make a installation video or something please
Bunc  [author] 21 Mar, 2022 @ 4:12pm 
Q - Yes that would be fine. You are free to use the script but I would ask you that you reference back to the forum post for the script as any updates I do will be either put or linked there. Turning into a mod would be a great step - one I'm not going to get round to.

Too Many Ch - The script is in this demo. You will find the script there. I had it also on the forum page for the script but took it out. I can also put it there again if that is helpful.

Note - the script isn't dead. I have some improvements in mind.
Xhilo 7 Feb, 2022 @ 12:28pm 
Do you have a download for the script? We cant find it anywhere
Q 24 Jan, 2022 @ 11:02pm 
Hi Bunc, I have added a few features to your great script and would like to make a mod version of it. Would it be ok for you if I Publish that on the workshop with reference to your script? I feel this should be a mod available with CBA Parameters.
Bunc  [author] 5 Sep, 2019 @ 11:44am 
I would hope eventually to make this into a mod as well as script version but it will be a little while yet. If you want the script version and to see some discussion on the development of this then you might want to have a look on the bohemia forums editing pages. Just search there for DynamicCamo script.
El Berl 3 Sep, 2019 @ 2:42pm 
Very interesting concept. Will there be a standalone mod-type implementation down the road?