Arma 3
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@dynamicCamo
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Data Type: Mod
Mod Type: Mechanics, Sound
File Size
Posted
Updated
256.100 KB
Sep 15, 2022 @ 2:03pm
Sep 18, 2022 @ 8:07am
2 Change Notes ( view )

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@dynamicCamo

Description
DynamicCamo MOD VERSION
Runs automatically on player at start in scenario, mission, campaign. Player is less visible and audible to AI based on factors such as stance, uniform, weather, light level, fog, rain, concealment in bushes, next to trees etc. The Dynamic Camo Effect is adjustable by the scenario maker and easily stopped /restarted with differing parameters. Includes debug mode to see the impact. Full details available using function viewer in game - tag BNC.

Basics: DynamicCamo runs automatically at start on player unit. Autorun doesn't feature debug info though and isn't adjustable. Its an out of the box effect.
To experiment with different settings or make your own mission with custom dynamicCamo levels stop the aurorunning DynamicCamo from debug console ( or trigger or waypoint) using command: terminate autoruncamo;
To run again on player or unit put this in init or a trigger or waypoint: dynamicCamo = [player, "debug", 0,1,0,1,5] spawn BNC_fnc_camoscript;

Then for example if you wanted to turn debug off and run with a greater camo effect you would use command; terminate dynamicCamo; dynamicCamo = [player, "",0,0.5,0,0,5,5] spawn BNC_fnc_camoscript;

You can stop and start the script at anytime using this approach of terminating the current instance then restarting with whatever parameters you require. Always terminate the current instance like this before running the script again on q unit with changed parameters. The Autorrun instance at startup is always named AutorunCamo. You can name later instances whatever you want but I suggest using the standard name DynamicCamo as I have done in the above example.

Note: while you shouldn't run the effect more than once at the same time on a single unit you can have the effect running on more than one unit. Simply ensure you make each a distinct instance of the function. eg camoscript = [player, "", 0,1,0,1,5] spawn BNc_fnc_camoscript camoscriptBob = [Bob,"",0,1,0,1,5] spawn BNC_fnc_camoscript would have the script running both on player and a unit called Bob. You would then end the script on Bob using terminate camoscriptBob; - ie using the handle you used when you ran the script on Bob. You could if you wish run the script on every member of your squad this way. If this is not clear please leave a comment/question.

The script also impacts the ability of AI to see and hear each other if it is run on an AI.
The strength of the effect is adjustable see function viewer.
Also full details available at https://forums.bohemia.net/forums/topic/223202-release-dynamiccamo-script/

Important: To get the full benefit you should make sure to set your USER ACTION 1 to keys X and Z so that stance changes are picked up by the script and a recalculation of camo level is forced each time your stance changes.

Note: Ai will find you increasingly hard to spot once the camouflague values get down really significantly below 0.5 ( try in the editor with debug on and watch the values) but once you fire your gun I'm afraid they will spot you just as they normally do. So if you want to be stealthy resist the urge to pull the trigger. The AI ability to detect movement is also unaffected.

Explanation of parameters for calling the code:

[unit,"debug",CamLo,CamHi,AudLo,AudHi,Autodelay] spawn BNC_fnc_camoscript;

Unit - the unit you are setting dynamic camo on
"debug" if you want debug information about how many bushes etc the script has fond next to player and the camouflague and audible levels. Also reports an "East knows about" value. "" for no debug.
CamLo - sets the floor for the calculated camoflague. 0 is minimum. Set a bit higher if you want to make sure unit never gets more than a certain amount of camouflague.
CamHi ---- sets the maximum value ( ie maximum visibility can reach) lower this below 1 to increase the effect.
AudLo and AudHi work the same way as for the camouflague effect
ie use lower values for CamHi to get a greater effect.

Autodelay sets how often the script automatically recalculates the camoflague level if you havent changed stance. I use 5 secs. If you have set User Key 1 to "X" and "Y" keys as advised script will also recalculate on change of stance.

Tip: Because the script also has an inbuilt delay (not just the autodelay) so if you bob up quickly from a lower stance you can keep the greater camo level for up to about 2 secs if I recall right. best way is to try this in editor with debug on and get a feel for it.
93 Comments
Komodo Nov 17, 2024 @ 9:09am 
hi Bunc,

so if want this to run on me and on my group, how do i do that?
poomooz Aug 5, 2024 @ 4:13pm 
Do ghillie suits increase stealth? if so, is this mod compatible with other ghillie suit mods?
nanner Feb 9, 2024 @ 7:47pm 
Please sign the mod. Please!!
Valken Jun 20, 2023 @ 9:03am 
Should implement this RESPAWN fix INTO the mod by default https://steamcommunity.com/sharedfiles/filedetails/?id=2991968686&searchtext=
Kirgiz Jun 12, 2023 @ 9:44am 
Does this mod work in all missions or only where the author launched the script?
BlackKnight Jun 8, 2023 @ 1:27pm 
Hi, i think i have encountered a weird bug with this mod from a campaign. I am currently playing campaign red hammer for cold war crisis and there is a bug with this mod in a mission name Under Orders. The bug happens in a cutscene of the mission, where it freezes the camera of the cutscene (just freeze the cam and, not the game and doesn't move on to the next scene) when ambushing in Meaux . Hope u can take a look of it and see it. I had to uncheck each mod in my list of mod base for the campaign and the solution only happened when i unchecked this dynamiccamo mod
Bunc  [author] Apr 29, 2023 @ 1:59pm 
Sorry guys - i haven't been around for a long time.
Yes - it can be repacked into a mod as long as credit given and not for commercial ends.
I may still get round to changing the action key arrangement. No promises when.
Aurora Apr 26, 2023 @ 12:09pm 
Is there a way to change the User Action to another number as Enhanced Movement uses User Action 1 also?
Isaac Apr 6, 2023 @ 12:01am 
Will the action one thing be dealt with? All you gotta do is replace it with an event handler for units' stances.
Fercho Feb 28, 2023 @ 8:34pm 
Is server side??