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Might want to play with Rydygier's Incognito which does similar to what you want (at least for player and player group).
@RYD_INCOGNITO: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1261751004
Rydygier's Info: https://forums.bohemia.net/forums/topic/175892-rydygiers-trivia-vault/
Auto starts for any missions as well.
As for this mod, it seems that the 3rd fix, the silencer fix, no longer works even when enabled.
> When player will shot with supressor the bullet hits the body of the AI (but does not kill it) the AI will not react to it - Now he doesn't even feel pain, looks ridiculous
> When an explosive explodes near an safe mode AI, but does not kill it, this AI will not react in any way, he just walks by, looks ridiculous.
In both cases, when receiving non-fatal wounds, the AI should alert and come into combat mode, even if it does not know about the position of the enemy.
When testing it, I found that after hitting an AI target, they do not know where you are, but are alerted that their squadmate is dead and run around searching for where the shot came from. When they figure out which direction, they try to return fire to where they "think" the shot came from (which is mostly off target if you use proper tatics).
Now when you shoot some lone guard the whole base wont mobilise and sprint in your direction.
Silencers behaviour disabled by default.
@OneShotz177 You should take a look at WebKnight's new avionics mod for that. Might be what you're looking for.
I can spawn a command and you are right - it will work with a delay equal to a fairly long flight of the bullet.
Add a delay before setShotParents by moving the command into the "spawn" section with a sleep before it may solve the metal hit, However setShotParents will then only work on far targets (tried 500m, but subject to FPS), due to the scheduled environment by "spawn"...I'm not good at SQF scripting though, see if @Ibragim got any better ideas.
@BigBossActual's input may be realised with AI enhancement mods via "suppression" mode, but I wonder how will the script mods react to bullets without owners. They may even simply ignore the shot...
@Ibragim Perhaps you could make it so that silencer attached weapons instead are counted as being "subsonic" for the AI (through a script?), much like the Kir. Instead of the script that is being used now which messes with kill tracker and giving the metal shot issue. This may be unrealistic to convert silencer attached weapons to shoot converted bullets (from sonic to subsonic), but A3 doesn't offer subsonic ammo for standard weapons. If you also add the ability to enable/disable these individual fixes through CBA in the next update, then people can use stick with A3's default values or this (unrealistic but stealthier) alternative.
CBA settings to disable them individually would be nice to have in case future bug fixes that are added might cause issues (like the previous mortar one) and could be disabled instead of outright unloading the mod.
And another thought, rain and fog may be excluded for camouflageCoef. Rain doesn't reduce visibility for player, so I guess it may be excluded from camoCoef (but audibleCoef is ok, raining is noisy); And by my test, vanilla AI handles fog, on a clear day AI sees you and immediately identify you as a threat, but a 70% fog can reduce detection range to 1/4 and identification range even more...
Cheers!
I'm guessing somehow the command re-enables the bullet to hit the weapon, therefore for models with muzzle vortex inside the hit geometry(?), a setShotParents bullet would hit the gun from inside, causing a metal hit effect, but the gun wouldn't stop the bullet, since the "hit damage" likely only triggers from "outside" of the gun.
I guess a possible solution would be to teleport the bullet out (I would guess for a full barrel length, since I can see hit effect near the gun's ejector port), but then point blank shot would fail, very fatal in CQB...
If it can't be bypassed, I would rather live with the metal sound and consider that as extra effect though
yes, thanks for the comment, although the problem is not related to invisible objects, because the script do not spawn anything. The explosion caused the deletion of information about the owner of the mortar charge.
Now this ussue is fixed and the script will not work if the unit uses a stationary weapon or is in a vehicle.
Could you add options in CBA settings to enable/disable these fixes individually?
The recent silencer fix appears to place an invisible concrete object in front of the player that causes above mortar issue and messes with sounds (if using Blastcore Murr).
Yeah, I experience that too on occasion. AI can still see muzzle flash and can begin pinpointing your location when you keep shooting (at least with Lambs) but it would be nice to have them be completely unknowing in those nights (+ raining) conditions.
https://www.youtube.com/watch?v=-9IyRyIfumg (LAMBS Stealth and Suppresors)
The problem is likely how it has always been since Operation Flashpoint. AI in the same group will know when something is up and telepathically share info of your whereabouts or when one of them is killed. If they're in separate groups, then it's fine(?).