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Does it make pawns harder to hit?
Are they harder to notice for raiders?
Or is it just a cosmetic mod
German translation - Erdnussbrot
Japanese translation - Proxyer
No ETA atm.
Apologies, this was a placeholder research project for potential future development, which unfortunately doesn't provide anything atm.
I have removed it from the mod. You will get an initial error on load due to this definition removal, but it is harmless and will subside after saving.
If you are interested in utilising active camo, please see either the mod Ghost Gear or Metal Gear Solid that makes use of the CAS active camo capabilities.
This is going to need assistance from the MP developers. As this I think might be more to do with how they might be prioritising certain code instructions for syncing purposes in the MP mod. I'm happy to work with them to reach a resolution with it.
Will investigate. If you get a similar occurrence can you supply a hugslib log?
And yes, it is possible that "man hunters" may not find a legitimate target if they spawn too far away and are unable to find a target due to the distance and all pawns having some form of camouflage (and no turrets exist). This since beyond a certain range, the chance of detection is diminished to practically 0.
As above in the details: https://discord.gg/CFNP26C
Also worth pointing out that although less likely, having a low chance still means the possibility of still not detecting them when close up.
As mentioned below to Thesmartone777:
Might need a few more details to understand the circumstances and environment.
If you'd like to, can you jump on the discord and provide a little more detail with perhaps screen prints in the CAS channel?
(Additionally there are further options when in developer mode that will analyse the effects of camo in more real time and give additional feedback here).
But ideally since CAS is an involved process, I do need more details to be able to best understand the situation.
Might need a few more details to understand the circumstances and environment.
If you'd like to, can you jump on the discord and provide a little more detail with perhaps screen prints in the CAS channel? (Will be out this morning, back this aft).
It hopefully wont matter, but just in case this mod is more a living towards the end of a mod list kind of mod if anything.
Is RF still active?
If so it would be preferable to ask him to use the notes provided to patch the mod if he is willing to do so. The amount of work here is rather minimal and guidance notes have been provided to allow other authors to do this. I don't want to get into a process of patching "every" single potential mod that adds biomes and/or terrain.
I did patch the more popular mods (at the time) to help here, but I hope you can potentially see that it would be unrealistic for me to have to patch every single mod that adds these elements, including new additions, with some nested as details within mods not necessarily identified as environmental mods. And sometimes needing best interpretation by the author as to what the nature of the biome or terrain is.
And yes I realise this does place some dependency on other authors or other interested parties to make patches for some mods to best work with CAS.
Are the hats you are using patched for camo? The overlay is only displayed where an effective camo is greater than 0. (With the mod option enabled of course).
Additional translation elements added to the code.
Another optional expansion mod has been added for CAS. This time it is Flak armour and advanced helmets: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940550830
Expansion mod added to CAS. Optionally includes vanilla equivalent camouflaged marine power armours: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1939327834
I'll give it some thought.
but, i have a quirk when i think about it.
Wouldn't it be good to add a couple compatibility patchs, with mods.
to streamline this mod a bit more, so others also see the potential of it?
There is a mod option to have a overlay graphic that will help indicate relative base camo at the current position. Likewise using RimHud will display a relative base camo stat with the pawn selected.
None of which will be the actual calculated camo value at the time of a check which is variable based off of environmental and situational factors. These factors explained in the PDF.
It hopefully wont matter, but just in case this mod is more a living towards the end of a mod list kind of mod if anything.
Japanese Translation - Proxyer
PDF Updated
Added an optional graphical overlay to display on the pawn indicating relative camo effectiveness. This needs to be set in the mod options to display. (Notes will be updated shortly).
CAS is a "framework" that provides functionality to other authors to apply camouflage or stealth properties to. Only a few vanilla apparel items have been patched to use CAS: flak armour, marine armour and tribalwear, but not with any significance.
To best experience what CAS has to offer I would suggest using a mod where the apparel has been patched accordingly.