Arma 3
Squad Feedback
80 Comments
kenoxite  [author] 23 May @ 11:00am 
Ok, guess you figured it out already :P
kenoxite  [author] 23 May @ 10:59am 
Their real position should update once you or any team member has line of sight (LOS) with the target again, assuming you have occlussion for enemies enabled.

This is related to this fix from 2 May:
- FIX: Last known position icon won't follow the real unit position anymore when toggling the IFF HUD on and off

That fixed a bug I guess I introduced in a rewrite from many moons ago. The current implementation is the intended one (which was already working if you had the IFF HUD always active).

That said, if you are 100% sure you have LOS again and the icon doesn't update, then that's indeed a problem that I should look into, although I don't recall touching that part of the code since the mentioned update.
kenoxite  [author] 14 Feb @ 3:59pm 
Updated with some of the requested features and other fixes and tweaks.
kenoxite  [author] 10 Feb @ 9:07am 
@saintbrutal: I'll think about adding an option to exclude civilian side, whenever I update this

@ nipletgaming: For that you need to press the IFF HUD key, which displays both enemies and friendlies, but you might to use an IFF Device (such as combat goggles) depending on your settings.

@Relic!: I'll add an option to disable last known position markers in the next update. Just remember that it's not wallhacking, as that's what your guy's and the rest of the team AI consider their last known position to be, which unless the enemy is static, it's probably wrong (but gives you some hints about enemy direction). That said, yes, I understand that it leads to situations with a lot of question mark spam. Actually, I might also add an option so they disappear after a specified time. That probably should have been the default behaviour, now that I think of it.

@Xherdos: In "Settings 1" > "00" > set "Display Known Enemies" to "always". You can also do the same for friendlies.
Xherdos 10 Feb @ 7:56am 
Is there a way keep the IFF Hud constantly activated even if i restart a mission?
Relic! 13 Jul, 2024 @ 4:53pm 
Any way to have enemies still be occluded but not have their last known location marked? I love using this as a visual assist for things I can't see. But hate wallhacking / having the screen be full of ? marks. Other than my small issue. Amazing qol mod.
nipletgaming 1 Mar, 2024 @ 4:36am 
how do i enable icons for friendly squads apart from mine? all i see is icons for my squad only
saintbrutal 31 Jan, 2024 @ 5:43pm 
i want enemy icons to show up but im playing antistasi so whenever i come across a civilian, it shows up above their head.. thats the one i want to turn off
kenoxite  [author] 31 Jan, 2024 @ 2:45pm 
Try this: In "Squad Feedback - Settings 1" scroll down to "07 - HUD Display - Advanced" and uncheck "Enemy icons for BLUFOR".
saintbrutal 31 Jan, 2024 @ 2:19pm 
How do i disable the nato icon marker? the rectangle looking box icon that real life military uses, can i turn this off?
Djackdau 26 Nov, 2022 @ 5:21am 
@Kade Jewell of SALVe Ind. What settings are you playing around with? I love what this mod does, I don't want to play without it, but it is costing me 10-20 frames across the board.
pissman 9 Oct, 2022 @ 9:58am 
Alright, I'm going to give a warning to people because I severely underestimated how much of an impact this mod can have on performance: TEST YOUR SETTINGS. This mod had me going from nearly 200 units in combat before the game becomes unplayable to just under 40 not in combat because I didn't realize how much the mod can impact performance. I'm not saying this mod is bad, it's one of my favorite mods thus far, but just for your sake, PLAY WITH THE OPTIONS before doing missions.
Heide 3 Oct, 2022 @ 4:17pm 
I really appreciate that you added the feature to limit enemy sighting indicators, have played around with it today and it's exactly what I needed.

Just having a single red indicator to show where my AI has spotted something, but without being overwhelmed by red markers. It's great. Thanks again
LukeTheSp00k 14 Aug, 2022 @ 3:29pm 
I'm not an expert on how this game is coded but why are AA troops always assigned the AT role (thus why your character will always shout that they've spotted an "AT" troop if you spot one)?
DampChamp 8 Aug, 2022 @ 11:42pm 
@kenoxite
Yep the problem is fixed. Much appreciated. I'm so glad this problem got fixed cos it's one of my favourite mods on the whole of the steam workshop because i only play single player and this mod makes finding AI callouts actually useful lol. If i find any other errors i will let you know :)
kenoxite  [author] 8 Aug, 2022 @ 11:07am 
I've just updated this with a hotfix that should prevent the problem reported by both Claire and DampChamp.

As you can read in the changelog this hotfix disables the ability to track last known positions of air vehicles. Right now you will either see them or not. This only applies to flying air vehicles. Stationary ones should work as expected.

It turns out that the invisible object that I use to track last known positions was causing this behavior. I have to dig around to see if something has changed in the latest Arma updates that messed up with the ability for air vehicles (particularly helicopters) to ignore hidden objects, as any other type of unit does... or should.

Again, thank you both for reporting this. If any other further problem arises, just let me know.
kenoxite  [author] 8 Aug, 2022 @ 5:40am 
Ok, thanks for being so thorough, DampChamp. I'll test this as soon as I can.
DampChamp 8 Aug, 2022 @ 4:45am 
@kenoxite
Yeah i'm only playing SP. For me at least, it only happens when i am a passenger. The helicopters work fine for the AI, it just happens when the player is in the helicopter, grouped or not.
The helicopter begins to lean forward to fly, but then tilts back up and gains altitude, this is repeated over and over and over etc (basically just wobbles forward and backward while gaining altitude). It happens with every helicopter too, RHS, CUP, Vanilla, etc.

Try loading up Stratis in the editor, go to camp maxwell and place a transport heli (Vanilla or modded) on the helipad (on the ground, not in the air), put you guy in and drag him in the heli as a passenger, put a couple of "move" waypoints down and put a final "land" waypoint at the helipad at Camp Rogain, then press play and see if the heli does what is described above. Thats how i was diagnosing the bugged mod when i was testing.
kenoxite  [author] 8 Aug, 2022 @ 3:49am 
OK, I need more info, then. Because I did some tests just before replying to Claire and I wasn't able to reproduce it... Nor have I had this issue in the hundreds of hours of me playing with it in missions and with units of all kind. So I'm pretty baffled right now.

When does it happen, exactly? Does it only happen to helos in your group? Only when you are a passenger? Only to enemies? In every single case? etc.

But, most importantly, we are all talking about SINGLEPLAYER, right? Because, as the first line of the description states (and I've repeated ad nauseam), this is a singleplayer only mod. Using it in MP is beyond its scope and it's not supported.
DampChamp 8 Aug, 2022 @ 3:20am 
@kenoxite @Claire
I've been having the same issue, I've been trying to find the mod that's doing it and this was the mod. When it's disabled the helicopters act normal.
kenoxite  [author] 7 Aug, 2022 @ 1:03pm 
@Claire The only thing this mod does is to display icons over the head of units. It doesn't issue any orders nor modify their AI in any way, be it infantry or vehicles.

Check your other mods or the scripting of your mission. It's pretty likely the problem lies there somewhre.
Multinacho8 13 Jul, 2022 @ 10:59am 
Thanks for the suggestion, I'll test it out.
kenoxite  [author] 13 Jul, 2022 @ 2:51am 
Try disabling friend and foe identification. That should give you a performance boost.

There's also many other options you can enable or disable to try to boost it.

Anyway, has performance lowered for you since the last update (which added friendly identification)? Or was it always bad with your system specs?

Thanks for reporting this, in any case.
Multinacho8 12 Jul, 2022 @ 7:33pm 
I'd love to keep using this mod, but unfortunately it has a pretty heavy impact on my game's performance.
albertball 30 May, 2022 @ 1:57pm 
WOOO YEA BABY CUP SUPPORT
kenoxite  [author] 30 May, 2022 @ 1:50am 
Thanks for the support, guys!

Latest update brings more roles support for RHS, CUP, CWR III and PLA.

I also ended up dividing the settings in two parts (Squad Feedback - Settings 1 and 2), so be aware of that. This should alleviate the quite heavy scrolling that happened whenever you wanted to tinker with them.
albertball 29 May, 2022 @ 2:26pm 
Amazing update, I love this mod for SP and COOP!!! this kind of reminds me of the ghost recon future soldier HUD system!
noumenalism 29 May, 2022 @ 1:40pm 
Amazing update!!!
kenoxite  [author] 29 May, 2022 @ 7:26am 
This is quite a meaty update with lots of changes to some core mechanics. Highlights:
- You can now see nearby known friendly units.
- Activation and deactivation of the HUDs will play a sound. This sound can be muted or changed in the settings.
- Unarmed units, ammo bearers and assistants are now identified in the Squad HUD.
- "Enemy Tracking Devices" renamed to "IFF Devices", as now they can display both enemies and friendlies.
- New default keybinds. This won't affect you if you already personalized them.
- The toggle keybinds are now deprecated. You can now set the keybinds to toggle or not in the main settings.
- Rework of how the "IFF Devices" behave. You can now turn them on and off at will (previously they were forced to be always on), among other things.
- Fixed bad HUD display when in vehicles, particularly when manning turrets. It should now work correctly no matter which position in a vehicle you are. It also works with drones.
kenoxite  [author] 26 May, 2022 @ 8:13am 
Probably. This mod just applies some icons over the heads of some units.
albertball 26 May, 2022 @ 7:53am 
Does this work with C2 command mod
kenoxite  [author] 8 May, 2022 @ 3:12am 
Just updated the mod with most of the suggestion provided in the past months. Including:
- Option to only display the last known enemy positions
- Option to change the enemy icon colors based on their current side or the side of their faction
- Option to change enemy icons of BLUFOR to NATO ones
- Defaultl support for the "Integrated Visual Augmentation System (IVAS) Headset" mod
kenoxite  [author] 3 May, 2022 @ 11:58pm 
OK, I'll look into it!
Heide 3 May, 2022 @ 11:42pm 
Seconded comment below, I'd love to just get a general idea of where the enemies are, maybe even just the one (?) icon for an entire enemy squad if possible.

Kinda simulates your squad telling you the location but without the cheating feeling of individual icons.

Great mod anyway
MusicalCat 20 Apr, 2022 @ 2:16am 
Hello! This is great! Is it possible to ONLY show the marker for last known enemy position and NOT the marker of current position when they're visible and in sight?
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 26 Jan, 2022 @ 9:23pm 
D:
kenoxite  [author] 25 Jan, 2022 @ 11:27pm 
@Marc: Thanks! (but your message got deleted somehow :s)
liwocom 23 Dec, 2021 @ 4:33pm 
可以看到ai生命值和武器质性
kenoxite  [author] 19 Dec, 2021 @ 9:55am 
> If I am playing OPFOR and I am versing BLUEFOR, I want the enemy to show the NATO flag instead.

I'm afraid that's not currently possible. I might add that option in a future update, though. And glad you like it in any case :)
J6 19 Dec, 2021 @ 9:12am 
Very nice

I must ask however.

If I am playing OPFOR and I am versing BLUEFOR, I want the enemy to show the NATO flag instead.

Is there a way you could ad this in to the mod?

Great mod regardless
kenoxite  [author] 7 Dec, 2021 @ 2:03pm 
> Great mod! can you add a compatibility patch with the IVAS mod?

Thanks! Not for the time being, but you can make them compatible already by adding the classnames of their HMDs to the "HUD Display - Advanced" section of the Addon Settings panel.

There you would need to add to your HMD list:

TIOW_IVAS_Tan, TIOW_IVAS_Black, TIOW_IVAS_White, TIOW_IVAS_Green, TIOW_IVAS_TanTI, TIOW_IVAS_BlackTI, TIOW_IVAS_WhiteTI, TIOW_IVAS_GreenTI
david28106 4 Dec, 2021 @ 7:28pm 
Great mod! can you add a compatibility patch with the IVAS mod?
Gattobuono 27 Nov, 2021 @ 1:23pm 
Must have mod, well done! Helps to level the playing field a bit when up against ai with xray vision. :-)
kenoxite  [author] 26 Oct, 2021 @ 10:45am 
I just noticed that the last update was incorrect.

I modified the paths of the local folders where the project is and didn't update the path in the Arma Publisher tool, so the last update was actually an older version and it didn't include any of the fixes and feature mentioned in the Change Notes and my previous comment :steamfacepalm:

I just uploaded a new version which includes all those fixes plus new ones.

Sorry about that!
kenoxite  [author] 23 Oct, 2021 @ 3:59am 
@gman : Glad you enjoy this. TBH I was on the same boat, that's what I created all this!

--

I've just updated with some fixes and changes, the most important is probably the ability to view the currently assigned target with a different color. This will make easier to track those targets your squad leader or vehicle commander orders you to engage, as they will be displayed even after the vanilla target reticule disappears.

There's also a related option where you will always see your current target, regardless of you being currently using the enemy HUD display or not. This is enabled by default, but can be disabled in the Addon settings.
gman 15 Oct, 2021 @ 9:43am 
Ive been looking for a mod like this since arma 2. When playing with players they can call out enemy positions by bearing giving you an extra set of eyes but unfortunaley AI cant really replicate this. This mod should do the trick, excellent
kenoxite  [author] 13 Oct, 2021 @ 11:54am 
Why would it need to be?
WARHEAD 13 Oct, 2021 @ 10:17am 
Why is MP support not planned?
kenoxite  [author] 12 Oct, 2021 @ 11:32pm 
> IS THERE A WAY TO KEEP ENEMIES PERENNIAL SPOTTED?

I just updated this project with some tweaks and additions, including an option to disable visibility checks for known enemy locations, so you are always aware of their exact position.

I wasn't too convinced about adding this option but, considering that this whole project is highly customizable already and that this feature might make sense with some sci-fi mods AND this is singleplayer only... well, I guess it's a reasonable addition. The option is disabled by default, so you'll have to enable it in the addon settings.
kenoxite  [author] 12 Oct, 2021 @ 9:56pm 
> can you add support for multiplayer?

I'm afraid multiplayer support is not planned, sorry!