Arma 3
ACSTG AI Cannot See Through Grass
Showing 1-10 of 15 entries
< 1  2 >
Update: Apr 23, 2023 @ 2:21pm

Improved optimization with distant AI

Update: Apr 9, 2023 @ 6:59am

AI teammates can also now use grass for concealment. Their system is much more rudimentary than the player's, they may only be concealed when crawling through the grass.
Also, made another attempt to account for INDFOR civilians.

Update: Apr 4, 2023 @ 1:28pm

Reverting back to preINDFOR change as some users reported slowdowns.

Update: Apr 1, 2023 @ 7:16am

Changed the logic so that when fighting INDFOR civilians do not take up computation threads.

Update: Mar 28, 2023 @ 1:41am

Improved compatibility with some other mods such as DRO (Dynamic Recon Ops).

Update: Mar 26, 2023 @ 6:28am

The multiplayer signatures were tested on a sever (big thanks to @Gunter Severloh!) and appear to finally be working. Make sure you delete the old bikey files and use the bikey from the current version (ACSTG_2.bikey). The mod needs to run on both the server and the clients.

Update: Mar 24, 2023 @ 5:31am

New version, new bikey :) The previous version of the mod had a function that could not be used in multiplayer, I suspect this led to the bikey conflict problem. The old bikey was named ACSTG.bikey, the new (current) is ACSTG_1.bikey, still the in the same "key" folder.

Update: Mar 24, 2023 @ 4:32am

Removed reliance on SetObjectScale, the mod now works in Campaign missions and not just Eden Editor. Other minor improvements, including better detection of Altis grass.

Update: Mar 18, 2023 @ 4:20pm

Deleted old bikey and signatures, created new set

Update: Mar 18, 2023 @ 2:22pm

bikey attempt 3. Wel'll get there :)