Arma 3
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RE: Camosys
   
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12 jun, 2020 @ 23:34
24 okt, 2020 @ 23:09
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RE: Camosys

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RE: Camosys - is a separately released feature of my Real Engine.

Real Engine - Camouflage system description:
Now your cloths make difference for the enemy spotting you, making AI spotting in Arma 3 very human-eye-like. So that you can sneak buy in the full ghillie but not even close in a white tee. Script continuously maintains the dynamic camouflage value for ALL units cross-checking the current cloths vs. surface unit stands on. It works for all Vanilla and RHS Escalation cloths vs. all Vanilla and CUP Terrains. If else - it just keeps the default values (as if the mod was not applied). It can be used as a server-side only.

PS: It won't negatively impact your game if you run both Real Engine (RE) and RE: Camosys, but you don't have to install this mod if you have the full Real Engine mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2127693591) as it already includes this feature.

How RE works:
1. Cross-checks the terrain (woodland/arid/desert) vs. the uniform (universal/woodland/desert) CURRENTLY on the unit.
2. Flags out the odd uniforms (ghillie/colorful)
3. Flags out the odd surfaces EACH unit may stand on (e.g. sand, concrete for woodland and arid; green grass for desert).
4. Basing on all the above, re-calculates and re-assigns the camouflage value every 0.7 secs for every unit.

How Vanilla camo works:
1. Every unit has a static assigned camouflage value. e.g. Sniper has the one that slows detection.
2. Sniper changes to the red shorts and a white polo
3. Sniper is still the best at hiding :-)
Populära diskussioner Visa alla (7)
13
16 sep, 2020 @ 5:02
Adding Uniforms
Flat Basset
13
10 jul, 2020 @ 19:57
Adding more maps
Flat Basset
0
25 maj, 2022 @ 23:37
How to add uniforms to mod
Kiryu Zoboomafoo
72 kommentarer
Monesimo83 13 feb, 2024 @ 1:43 
hello how I can see in realtime the camo value?
MasoMaat: De Hoge-Ping Krijger 28 jul, 2022 @ 23:21 
or at least antistasi
MasoMaat: De Hoge-Ping Krijger 28 jul, 2022 @ 23:09 
yeah doesnt work at all, all ai spot you no matter what clothes you are in and where you are
MasoMaat: De Hoge-Ping Krijger 28 jul, 2022 @ 10:16 
i dont think thiss works with antistasi
CalicoJack 21 jan, 2022 @ 6:29 
does lighting (day/night, maybe shadows?) still make a difference in AI detection with this mod?
SSG 17 dec, 2021 @ 22:52 
Posted on RE with no response, so I post here and see if any suggests...I got itchy and overhauled a camosystem.sqf that:

1) streamlined function (at least it looked better);
2) *working* ("#" issue and more) surfaceType database for vanilla surfaces;
3) 3-factor formula, server-forced (camo similarity * ghillieness * stance);
4) CBA settings including:
- Levels of the 3 factors fully adjustable;
- Expand map list by type;
- Expand uniform list by camoflage similarity and "ghillieness";
- Selection of having all units, or player side units, or only players, use the camo system;
- Simple debug display.

Partially supports custom maps as I can't extract their surfaceType lists;
Partially supports custom uniforms with default camo and ghillie factors at 1;
I've been play-testing and so far so good, but I'm fairly limited at Arma3 scripting, and am too lazy to respond to community needs, so while I'd love to take credit, this script of mine would be better in someone else's hands...
jere 11 sep, 2021 @ 2:22 
Winter camos are also included? (Chernarus Winter or Thirsk Winter and the ratnik winter russian faction)
Bad W0lf 9 sep, 2021 @ 14:45 
@amartyn the camouflage calculation may not work as expected at the moment. I opened the issue related to this on github (tl;dr: surfaceType returns names starting with "#", which does not reflect names used in the code)
Ostross 9 aug, 2021 @ 1:58 
Let's see CUP's camouflage coefficients.
evinton 8 aug, 2021 @ 15:39 
impressive, very nice.