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Civilian clothes- Lowest values.
Military camo uniforms- Medium values.
Ghille suits- Highest values.
Stealth Uniforms? No idea.
The actual camo pattern does not work unless you are running some AI mods- Vanilla AI can't tell if you are wearing, say, Desert Camo in a fields area, it just goes 'is camo uniform? Yes/No, if Yes, you are slightly harder to spot. Note that often the AI will hear you or see movement, particularly at night, when they have less vision, before they make out your actual uniform, so the effects of camo may vary a bit.
But I do know some AI mods are attempting to have the actual pattern affect depending on the terrain you are on, similar to Metal Gear Solid 5, where some camo's are more effective in some areas.
Good to know civvie clothes are easiest to spot. I may just need to do some playtesting over the stealth suits.
For average soldiers, these are usually decimal values. Here are the four and what they do:
Camouflage is a general value, higher values make it easier for the unit to be spotted. Ghillie snipers have lower values. Massi's SADSOG mod has the units at extremely low values. Setting Camouflage to 0 makes it impossible for enemy soldiers to see the respective unit unless the unit fires a weapon.
Audible adjusts how easy it is for enemy troops to hear the soldier. Setting Audible to 0 makes it impossible for enemy troops to hear this unit.
Sensitivity boosts the soldier's spotting range and ability. This number typically stays at around 2-3, but increasing it will drastically improve the unit's spotting ability. This goes against the other side's Camouflage when the game performs AI spotting calculations.
SensitivityEar boosts the soldier's hearing range and ability. Special forces typically have this at a higher number than normal troops. This goes against the other side's Audible when the game performs AI spotting calculations.
Most mods do not take these four key values into account. It is an absolute walk in the park to go all Solid Snake on the AI if you have the right equipment.
You'll find the config values in Cfgvehicles. If they're not there try Cfguniforms. This goes for any .pbo that adds new uniforms.
Oh, you will find the truth in Cfgammo for the ammunition and the ASP-1 Kir's entry in Cfgweapons. Cfgammo has the following qualities:
visibleFire = 6;
audibleFire = 6;
visibleFireTime = 5;
audibleFireTime = 5;
These are very low values, but they're easy to explain. visibleFire tells us how "visible" firing the ammunition is. audibleFire tells us how loud it is. visibleFireTime tells us how long it is visible for in seconds, while audibleFireTime tells us how long the shot is audible in seconds.
These values are not a result of the gun sound that the player hears. Most mods for this game do not take these values properly into account as well as the values for uniforms, so the AI seems all-knowing to many even though you can actually stealth past it with ease if you know what you're doing.
No problem. Feel free to ask any more questions you have. I am always glad to inform people of the truth of our often-underestimated AI mechanics.
The anti-thermal properties of the uniform do not automatically give it an advantage against AI spotting, I'm afraid. The effectiveness of the Viper uniform ultimately depends on the Audible, Sensitivity, SensitivityEar, and camouflage values in play.