Arma 3
Dynamic Camo System
261 Comments
thetiredgamer1234 8 May @ 7:03am 
does this work with ace?
Engicop 1 May @ 7:56am 
I wanted to know, since the maxmimum visibility value is "1.4" (by default), does that mean that 1.0 is the equivalent of the vanilla visibility value?
他妈的王八蛋 8 Feb @ 11:16pm 
@largo5005 : hes not active anymore last update is 2022 just fork the mod
Void2 26 Jan @ 9:11am 
does vcom ai work with this??
largo5005 26 Jan @ 5:19am 
Hi,
I really appreciate that mod. A small request however : I've a ghillie in the glass/facewear slot, it seems it's not considered as a ghillie by the mod. Certainly because the mod searches the word "ghillie" in CfgWeapons, while facewear are in CfgGlasses. Do you think you can add a search in the CfgGlasses to your fnc_updateCamo.sqf ?
BOT Starky 14 Dec, 2024 @ 3:55pm 
Anyone knows if it works with CF_BAI?
Axebeard 5 Dec, 2024 @ 9:01am 
How do you use/activate the debug info?
TubaHorse 21 Nov, 2024 @ 4:39pm 
Are there any updated on the issue on the github regarding dedicated servers showing the wrong coefficients? I'm getting that issue. Locally, I'm getting coefficient values that make sense, on server I'm getting either max or min values depending on the camo I'm using.
STyx2909 24 Oct, 2024 @ 9:15pm 
No
Dingo 6 24 Oct, 2024 @ 3:23pm 
does it conflict with Hide Among the Grass?
STyx2909 25 Sep, 2024 @ 2:31am 
Gun color: No

Antistasi Ultimate: it should unless they use their own system
Church 24 Sep, 2024 @ 11:08pm 
does gun colour affect the coefficient?
Hallific 24 Sep, 2024 @ 1:35pm 
Does this work with antistasi ultimate?
Twerk Team Commander 31 Aug, 2024 @ 10:58pm 
what would be the ideal settings for stealth missions of DRO?
Mumus 10 Aug, 2024 @ 7:42am 
@Nord, yes, you need to load this mod on client side too, if you want to change settings!
Nord 30 Jul, 2024 @ 1:32am 
Installed on my dedicated server, can't see it with CBA settings. Do I also need this client side?
ThomasAngel  [author] 29 Jul, 2024 @ 5:59am 
@Frost I don't think this mod could cause that, but the only way to know is to check. This mod is easy to disable through CBA settings and if that fixes it then there is your answer.
Frost 28 Jul, 2024 @ 9:23am 
Hey, do you know whether your mod asks too many queries when the number of players is over 30 and thus the players time out due to too many queries? Can you imagine that making sense? We are currently looking for a bug.
Vantillay 22 Jul, 2024 @ 12:16pm 
In fairness your mod does a very good job and it's much better than vanilla and even real engine's ways of handling it, so I really appreciate the work you've done and I love using it still

I'll just keep to the low setting though yeah, and experiment with more uniforms as I keep playing
Thanks for being so responsive tho, appreciate it, and thanks again for the mod!
ThomasAngel  [author] 22 Jul, 2024 @ 12:10pm 
@Vantillay It's just average comparisons, so it is very primitive. There is a lot of complex color theory and bias in the way humans see light and colors that I have not accounted for (because I don't know a lot about it), which is why there is a difference in what you perceive and what is calculated. Camouflage patterns exploit these things with a lot of things that simply get thrown away when it is simplified to an average.

The tl;dr of a potential Ted talks worth of things is that color theory, physics etc things required to actually "simulate" something like this (seeing things with your eyes) are pretty hard and that's why this mod does things in a kinda dumb way. Just set the max coef to 1 and forget about it is by far the most time efficient solution to this problem.
Vantillay 22 Jul, 2024 @ 11:48am 
I run it locally so I don't really know, but I can check out the github links

I also did some more testing and I found that gives me weirder values on textures different to the uniform, if I wear the Tropic Fatigues / CRTG Stealth / Green hex fatigues on dirt patches the camo coefficient can get as low as 0.92 / 0.78 / 0.70 as opposed to when on a grass patch which gives 1.04 / 0.9 / 0.82 respectively. In fact, the Tropic Fatigues have a coefficient of 0.69 when on straight up bright grey asphalt, while the urban fatigues are only 0.67 despite visually blending in better

I hope I haven't been a nuisance, I just wanted to report my amateur findings because I wasn't sure if the mod was really working properly or not
ThomasAngel  [author] 22 Jul, 2024 @ 11:37am 
@Vantillay I just loaded up Tanoa and most uniforms give 0.6 to 0.8 on most surfaces. CTRG Stealth was very good on almost any surface, beating the gendarmerie outfits and the Redstone Kart uniform easily.

If you are on a dedicated server, there will be issues because dedicated servers don't really have textures.

Issue report: https://github.com/rekterakathom/DynamicCamoSystem/issues/8

Pull request that fixes the issue but needs testing: https://github.com/rekterakathom/DynamicCamoSystem/pull/9
Vantillay 22 Jul, 2024 @ 11:11am 
I was testing the Combat Fatigues (MTP, Tropic, AAF etc) and the CTRG Stealth/Arid/Urban uniforms as well as the CSAT Fatigues and yet the best values I got were with the Gendarmerie Commander, Construction and Redstone Kart uniforms. I have been testing mainly playing on Tanoa so that's where I did my testing and they always gave me high values. Even the ghillie suits gave me a value of 1.04 if they have no additional reduction setting even while in a grassy field.
ThomasAngel  [author] 22 Jul, 2024 @ 10:58am 
@Vantillay The colors are averaged by the game engine, not this mod. There is nothing I can do to change it. In my opinion it works good enough, I can't really find any camo uniforms that match your description. Using a green uniform on a green ground texture always results in a <1 coefficient in my testing. Place down an AAF rifleman basically anywhere on Altis and check, the camo coef will almost always be around 0.6 to 0.8.
Vantillay 22 Jul, 2024 @ 10:37am 
I think this mod needs a bit of tweaking, I tried testing out camo coefficients with a command you mentioned (player getUnitTrait "camouflageCoef";) and found that camo uniforms don't offer any kind of concealment, regardless of being in the environment made for them.
I tested the green, tropic/jungle, hex and other similar ones while in grassy fields and by shrubs and they all gave back values of 1. However, some uniforms like the pure black kart uniform gave 0.8, same with the Gendarmerie (0.8) while standing on green grass. Even construction coveralls give values below 0.9. (During the day)

Bare in mind I've adjusted the camo settings to reduce the max visibility to the lowest value (1). If I increase it to 2, then most camo uniforms give back values of 1.3-1.5 while the kart, Gendarmerie and others are still below 0.8-0.9

It seems there's something wrong with the colour averaging/comparison, and I thought it was worth bringing up
local man 3 Jul, 2024 @ 5:56pm 
I was just wondering, does this mod give specific bonuses to ghillies? Or do you just get a better camo coeff. because those ghillies are closest to terrain color?
Acribus 23 Jun, 2024 @ 10:51am 
I know the name DynCaS was highlighted but that didn't stop me from reading "Dickass"
Kirgiz 22 Jun, 2024 @ 3:25am 
Kirgiz 19 июн в 19:14
?
ThomasAngel  [author] 22 Jun, 2024 @ 3:10am 
@Nakadai This mod has never used any keybinds. You are probably thinking about some other mod.
Drisq Kivuli 21 Jun, 2024 @ 9:46pm 
Is it still required to set prone and crouch key binds to the User Action 1 key ? If so, how do I do this ? I dont see that setting option in the game under controls
Kirgiz 19 Jun, 2024 @ 5:14am 
When is the unit expected to be checked on the road and in the house?
Are you planning to check the texture of the backpack? (since the backpack can be given a texture and checked with the setobjecttexturebackpack command)
What other plans?
emmepuntato 19 Jun, 2024 @ 3:38am 
Maybe this have been asked: does this mod works on snow? Snowy field and white/grey camoes work together? Thank you
ThomasAngel  [author] 31 May, 2024 @ 5:26am 
@Cate Yes
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 30 May, 2024 @ 2:59am 
Nice. :jake::steamthumbsup: Glad you found this issue. Hope BI fixes that soon.
ThomasAngel  [author] 30 May, 2024 @ 2:26am 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 Well that didn't take long. I've found the engine bug and reported it to BI.

In my testing, using "players" or "player groups" has no effect on the issue. The actual workaround is to set "Ambient lighting reduction" to 0%, so the code block containing the problematic command doesn't get run.

The problem is when the mod checks the lighting level of an unit, doing that makes the unit's flashlight flicker.
ThomasAngel  [author] 30 May, 2024 @ 2:05am 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈Thanks for the video, I've now successfully reproduced the issue, I'll look around and try to find the cause
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 29 May, 2024 @ 3:32pm 
@ThomasAngel Here's the video: https://youtu.be/sOpwcFmPCGo
You can report and send this clip to BI if it's an engine issue. Thanks for looking into it. I'll just play with only Player groups on. :jake::steamthumbsup:
ThomasAngel  [author] 29 May, 2024 @ 3:21pm 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 Well if it really originates from this mod and I can reproduce it, then I can almost guarantee that it's a bug in the engine and it's just a matter of finding specifics so it can be reported to Bohemia so they'll hopefully fix it.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 29 May, 2024 @ 3:13pm 
@ThomasAngel Just tested with only CBA as well. Your mod unloaded. It does not have the flashlight flickering issue. I don't understand what causes it for your mod.
ThomasAngel  [author] 29 May, 2024 @ 3:11pm 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 I meant "did you try with ONLY CBA, do not load this mod at all, only CBA"
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 29 May, 2024 @ 3:05pm 
@ThomasAngel Yep just tested with only CBA and this mod loaded. I can upload a recording to show you if need be. It's a really annoying bug considering I thought it was Webknight's flashlight mod or some other mod causing this issue... never expected to be this camo one.

Also seems the amount of flickering also changes speed depending on the "Update frequency" in your CBA settings. Even in the pause menu, it flickers lol.
ThomasAngel  [author] 29 May, 2024 @ 3:00pm 
@󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 Did you test with only CBA? CBA can have a bug as well. Did you test if the issue goes away if you disable this mod in CBA settings?

I find it highly unlikely that this mod could cause such an issue.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 29 May, 2024 @ 2:58pm 
@ThomasAngel

Tested with just this mod loaded (and in the "Night" showcase scenario) - It causes flashlights to flicker. What I mean by that is have your flashlight on at night- then for some reason another cone of light is emitted and flickers over the original...

Edit: Seems to happen when CBA Option: Units affected by the mod: "All Units"
This bug doesn't happen when it's just set to "Players" or "Player Groups". Can you fix this please?
TheDreamer 27 May, 2024 @ 2:09pm 
@devildogg237 You're not reading what I'm saying or know what the mod is supposed to do so ima stop responding to these
devildogg237 27 May, 2024 @ 7:33am 
@LeeAnderson and what were the colors? where were you? the whole point is that it makes it more realisitic, if you expect it to always lower your stats this is not the mod for you. what settings did you set the min and max in cba? what uniform? Location and ground type? shadows? weather? time of day?

unless you actively lower your high end to below what it would normally be, in broad daylight the correct camo for your location should be about the same as vanilla camo, this mod allows you to make use of the other stats to lower your visibility and make yourself harder to see, but it does not make you invisible to the AI.
TheDreamer 27 May, 2024 @ 5:00am 
@devildogg237 i set everything to the lowest for testing, and used a 0.4 index camo vs a 2.0 index camo. On average the AI spotted me at about the same distance while I was prone whether the mod was enabled or not.
While wearing the 2.0 camo the AI even made it to about 15ft twice before they spotted me which didn't happen in vanilla or the 0.4 camo
devildogg237 26 May, 2024 @ 7:38pm 
@LeeAnderson, you can change all the coef in cba. make it better or worse, class also matters. this also only works on "grass" i.e not tarmac/cement/roads(maybe dirt roads work?) all other vanilla factors also take effect on top of that + a bonus to darkness if you have that setting on.

simply stating "this doesn't work with these colors" doesn't tell much because of how many factors are actually taken into account.
TheDreamer 26 May, 2024 @ 3:24pm 
Not sure if I'm doing something wrong, but I've been testing this mod and it doesn't seem to make any difference. Bright orange or the exact color of the ground, prone or sitting it doesn't make any difference in enemy detection.
Edit: Did some more extensive testing. The player getUnitTrait "camouflageCoef" shows it's lowered, but compared to vanilla the results are pretty much identical
Fotus 22 Jan, 2024 @ 8:21pm 
Does it take into account time of day overcast etc?
ThomasAngel  [author] 10 Jan, 2024 @ 5:28am 
@Stolt No, it's a bit more complicated than that. Just tweak the CBA settings to your liking.