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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 ?
Antistasi Ultimate: it should unless they use their own system
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!
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.
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
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
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
?
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?
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.
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.
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.
I find it highly unlikely that this mod could cause such an issue.
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?
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.
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
simply stating "this doesn't work with these colors" doesn't tell much because of how many factors are actually taken into account.
Edit: Did some more extensive testing. The player getUnitTrait "camouflageCoef" shows it's lowered, but compared to vanilla the results are pretty much identical