Arma 3
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TTS Cloak
   
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Data Type: Mod
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317.943 KB
11 Jul, 2021 @ 8:48pm
14 Dec, 2021 @ 4:30pm
19 Change Notes ( view )

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TTS Cloak

In 1 collection by TheTimidShade
TTS Effects
5 items
Description
An improved version of this mod with some extra features has been integrated into Equipment Plus by Phenosi, check it out!

Overview:
This is a cloaking script I made for another mission maker. This script replicates a Crysis/Predator style cloaking device where the area around/behind the unit is distorted by the cloak so they are still slightly visible. Player units can be granted the cloak and will be able to activate it through the action menu (ACE self interaction if using ACE) if they are wearing the required equipment. AI units cannot cloak themselves but can be cloaked using functions provided on the GitHub or via Zeus Enhanced modules. Cloaked units cannot be damaged by bullets due to the collision being disabled when the player model is hidden but will still take damage from most other damage sources.

This also contains an 'Active Camouflage' script made by Twiznak which allows certain vehicles to have their hidden selection textures changed to a PIP texture generated based on the surrounding terrain. Currently this is only aesthetic and does nothing to hide the vehicle from AI.

This is the mod version, a script version[github.com] is also available if you want to reduce dependencies or hide it from your players in your mission file.

If you'd like to test the script for yourself, you can try out the demo mission.

Features:
  • Configurable settings so you can use the script how you like
  • Display to keep track of cloak status
  • Cloak activation/deactivation sounds
  • AI will not detect cloaked units
  • Can cloak AI units
  • Vehicle active camouflage (Thanks to Twiznak)
  • Designed for multiplayer and tested on dedicated server
  • Compatible with ACE
  • Useable from Zeus via Zeus Enhanced
  • Editor modules to simplify usage (Mod version only!)

ZEN Modules:
  • Change Settings
  • Cloak Unit(s)
  • Give Cloak
  • Give Active Camo
  • Remove Cloak

Editor Modules:
  • Cloak Settings
  • Give Cloak
  • Give Active Camo

The script and how to use it is described in more detail on the GitHub page.

For help with troubleshooting, questions or feedback, join my Discord[discord.gg]



Notes:
You will still be able to see your own character model while cloaked when playing in third person, this is so that collisions can still work and you don't end up ghosting through buildings and vehicles. Other players and AI will not be able to see you.

Active camouflage may not work for all vehicles, vanilla or otherwise since it relies on the selection textures of the vehicle.

The maximum number of 'render to texture' surfaces is 8 (engine limitation), so there can be at most 8 cloaked vehicles in the mission at any time (maybe less if there are other PIP surfaces in the mission already). The texture will appear black if there are too many PIP surfaces, you have PIP disabled in graphics options or often when entering Zeus/Spectator.



License:
This mod is licensed under Arma Public License Share Alike (APL-SA)[www.bohemia.net]
You may not re-upload my mod in a 'mod pack' or 'aux mod', use Steam collections or launcher presets instead. If you are using the script version, you may freely use the script in your missions, private or uploaded to the Steam Workshop without my permission but if you put it on the workshop I would appreciate it if you credited me :)



Known Issues:
  • Adding or removing a cloak to/from a vehicle can disrupt the Zeus/Spectator camera. Close and re-open Spectator/Zeus to fix this. If you have 'Forced Interface' enabled for Zeus, you may need to remote control a unit to fix the camera.
  • Sometimes the vehicle active camo texture can appear black, this happens when in Zeus/Spectator or when there are too many render to texture cameras in the same scenario. Uncloaking and re-cloaking should reset the texture (but still won't work for >8 render to texture surfaces).

Supported Languages:
  • English
  • Polish (Translation by honger)
If you'd like to translate the mod into a different language, contact me via my Discord or create a pull request on GitHub.

Credits:
  • Players of the Task Force Dingo[taskforcedingo.com] community who helped bulk test the script during a weekly mission night.
  • Twiznak, for providing the code necessary for the vehicle active camo functionality. You should check out his workshop items.
  • Majestic Iranian Kebab, for providing the code tweaks necessary for collision to work.



Copyright 2021 TheTimidShade. This item is not authorised for posting on Steam, except under the Steam account named 'TheTimidShade'.
56 Comments
Lady Inquisitor 11 Oct, 2024 @ 4:26pm 
No worries, thank you for the response.
TheTimidShade  [author] 11 Oct, 2024 @ 4:09pm 
@DeNatured MilkCom No, please don't reupload. Use Steam collections or presets.
TheTimidShade  [author] 11 Oct, 2024 @ 4:08pm 
@DocValentine2 I tested that issue and it seems to be something to do with the the cloak using setCaptive to prevent AI from shooting, it probably is interfering with the WebKnight melee logic. Not really sure how to fix this without breaking the script.
Lady Inquisitor 11 Oct, 2024 @ 6:12am 
Permission to pack this mod into a unit modpack?
doc.valentine2014 9 May, 2024 @ 9:40am 
Great mod, love it a lot, but it's got a tiny issue: It's incompatible with Webknight's Melee, which is no surprise knowing the black magic needed to get it to work. Interestingly though, if you loot specifically a corpse the camo effect stays but you can still be seen and the melee suddenly works.
TheTimidShade  [author] 15 Feb, 2024 @ 2:06pm 
@NordicSkald Unless I can reproduce it I cannot fix it. This was reported before and I investigated it and was unable to reproduce the same issue. The user that reported it told me it was resolved so I did not investigate it further. If you're still experiencing this issue file another bug report in my Discord and give me more details about the issue.
NordicSkald 12 Feb, 2024 @ 2:03am 
DO NOT USE THIS MOD'S MODULES AT ANY POINT if you want to use 3den enhanced! This will bug out the mission file PERMANENTLY and will not allow half of them to work as they once have, even after they are removed and you reload arma. Incredibly disheartening that this issue has returned after it did OCT 10th... Still no reply when the bug was reported, and when it "fixed" itself months ago it was ignored...
Lying Sack Of Fun 24 Dec, 2023 @ 9:41pm 
This will go so well with OPTRE.
ChytryGrubasZWrocławia 28 Nov, 2023 @ 3:33pm 
Is there any chance of you adding a hud like feature such as blue screen edges to indicate when you're cloaked?
Kara 23 Oct, 2023 @ 12:44pm 
So I'm running TTS cloak on a dedicated server and the Eden modules don't work. Like, local hosting it does. but when it gets to the server it just doesn't even pop up as an object, it forgets that the module is even there. Yes, TTS Cloak is in my command line and loaded/registered by the server, it just doesn't work.