Arma 3
ACSTG AI Cannot See Through Grass
371 Comments
治水的大宇啊 18 hours ago 
they dont shoot at first,but after abou 30s,they shoot to each other
claudiopolez  [author] Nov 27 @ 4:22am 
@Sash HATG has better perfomance, ACSTG has better accuracy:
HATG test: https://www.youtube.com/watch?v=ez6wQnF3xXc
ACSTG test: https://youtu.be/D1YNn47NZoI
@Phap enemies are not turned invisible and the mod works not just when you're prone, see the videos in the mod description
@治水的大宇啊 AI should be able to shoot through the grass, it should not be able to track you through the grass. Use Stratis airfield for an easy test if the mod is working, e.g., see the video in the description.
治水的大宇啊 Sep 10 @ 7:34am 
some time ai can still shoot me through grass.so does it work now?
Phap Aug 10 @ 10:34am 
Pretty bad mod. It turns enemies invisible when i go prone? I guess AI cant see them if they are invisible right.
Sash Aug 4 @ 9:18pm 
Edit: Reading the comments, some are saying they experience a lot of lag (I've only done SP and COOP so I don't know) does HATG have any (or more/less substantial) lag?

I get around 30-33 FPS with this and a whole bunch of other mods (full RHS, USAF, A blastcore, weapons, vehicles etc)
Sash Aug 4 @ 9:16pm 
Hey @claudiopolez,

What would you say is better? Your mod or Hide Among The Grass?
Personally I prefer yours, as it doesn't interfere with anything, or put new elements on the HUD, and actually works PASSIVELY!

I got recommended both, and have tried both, but I really don't know? Objectively this is better, but preference is opinion... so....

LET ME KNOW WHAT YOU THINK
claudiopolez  [author] Jul 19 @ 10:55pm 
@Sablus Maximus Decimus, a late reply, but... :) this mod is about grass only, bushes are not affected. See the attached demo videos
Sablus Maximus Decimus May 31 @ 3:03pm 
AI seems to still be shooting people accross the bushes
RASTAFARI Mar 3 @ 12:22pm 
Notice: This mod is server killer! Not recommended for MP.
ThorbenFP Feb 17 @ 1:21am 
Playing antistasi with 3 people and no performance issues! Works great. No more ♥♥♥♥♥♥♥♥ deaths
Silverion Feb 6 @ 3:30am 
10/10 Best lag machine ever. Would not recommend.
claudiopolez  [author] Jan 28 @ 4:25am 
@Jeff Dangls, thanks for the suggestions! The code is a bit different to the one I've posted on the forums, e.g., _pspeed was a hacky temporary measure that was done away with once I've switched to my own custom made wall object. The grass for loop I will check - thanks!
@BlackKnight - see the message by Silence, below
[PTH] Citizen Battle Jan 10 @ 8:20pm 
Stay AWAY from this mod for large-groups on a dedicated server. It kills performance
Jeff Dangls Dec 10, 2024 @ 10:46am 
Hello. If the code on bohemia [forums.bohemia.net] is the same as the current one here, which I suspect it is given the similar dates, I suggest the following improvements to the code:

1) Replace the _pspeed if clauses with a three-case switch
2) move the toLowerANSI grass check outside the for loop so that if != “grass”, we don't need to calculate anything since we're not on grass.

But regardless, thanks for the mod and the work involved.
thy Dec 10, 2024 @ 4:35am 
Server owner, be aware!!! This mod is absolutely performance-killer in multiplayer. As much players you have, bye-bye Server CPU. This literally creates 'walls" around EACH player for EACH enemy, checking those "walls existence" multiple times per second.
We give up this solution on our server until this be solved somehow.

For single-player or you and someone else, perfect solution.
BlackKnight Nov 30, 2024 @ 4:37am 
Could you get this to work on Antistasi Ultimate ?
[+| CL rautamiekka Nov 19, 2024 @ 10:25am 
@Marinzo

There are no settings, so if you load it, it's enabled.
Légionnaire Nov 19, 2024 @ 1:11am 
how to activate it ? I can't find its options in the addons options I could only load it in the launcher
Emmanuel Kant Oct 28, 2024 @ 5:17am 
As soon as more than 15 people play together with this mod active most servers will get overloaded and freeze. Be aware of that when you choose this mod for a modpack. For low player counts and singleplayer this is a really good addition though
Leonselim Oct 23, 2024 @ 6:37am 
This is godly mod. is there a chance for improving performance to this?
claudiopolez  [author] Oct 21, 2024 @ 3:13pm 
@Silence, roger!:steamthumbsup:
Silence Oct 21, 2024 @ 3:11pm 
AU introduced a startup message that will warn users (keyword warn) if they load mods that *may* cause issues, ACSTG was added to that list because of the performance problems observed and reported to us from other users

ACSTG works "fine" with AU in the sense that it functions, people keep misinterpreting that warning as an error because they don't read. It's rarely reported when things work compared to when things don't

All Antistasi versions (or any script heavy environments, really) suffer from these performance issues when using ACSTG, it's not limited to just Ultimate. It just so happens that people report issues with Ultimate because of that warning we implemented above
claudiopolez  [author] Oct 21, 2024 @ 2:51pm 
The issue may also be in server CPU performance of course and some recent changes to AU, as now there are at least some reports that AU+ACSTG works for them. Previously, not a single person said that AU+ACSTG worked for them.
claudiopolez  [author] Oct 21, 2024 @ 2:40pm 
Some comments on Antistasi Ultimate (in)compatibility. If you check the earlier posts in the Multiplayer thread and in this thread, there were quite a few reports that earlier versions of Antistasi worked fine with ACSTG. Once AU was launched, there were many reports that Antistasi Ulitmate did not work with ACSTG.

The fact that "Antistasi doesn't spawn invisible walls" does not necessarily mean that there is no conflicting code with ACSTG. Just to give you an example, DRO (Dynamic Recon Ops) was also 100% incompatible with ACSTG at one point, because there was a conflict with the two mods initializing. Beyond initialization, the spawning of AI enemies, players, starting missions, players and enemies dying and swtiching teams during the mission - all of these may result in hung threads in ACSTG in case of logic conflicts.
Nyarc Sep 21, 2024 @ 3:32am 
Im using this for Antistasi Ultimate too, seems like we also get alot of FPS Drops near big groups of enemies, only in MP
Use with caution
Ill probably uninstall this mod only for mp playthrus, sadly kinda
[+| CL rautamiekka Sep 17, 2024 @ 7:03am 
@Silence

All correct.
Silence Sep 16, 2024 @ 3:13pm 
From my understanding of the code:
Every second, each AI checks if players are close to them. If the player(s) are close and "hidden", it creates a box to block the AI from "seeing" them. New threads are created to handle this every second. Those extra threads will clog the scheduler if too many are created, leaving little room for any other scripts in the scheduler to run - causing "lag".

So a theory:
If you have 10 players attacking a position with around 70 enemy AI it is potentially spawning ~100-700 objects every second depending on how many players are "hidden". These are then being deleted ~1 second after they are being made, resulting in another ~100-700 deletions.

This will only get worse as more AI/players are added into the equation.

Perhaps an alternative solution is to create "mirrors" around the player when they are "hidden". This way each player will only have 2-4 objects around them at most?
Silence Sep 16, 2024 @ 3:12pm 
The Ultimate "code" was never changed - the issue originates from ACSTG. Antistasi doesn't spawn invisible walls. ACSTG has never been "broken" or "incompatible" with Ultimate. We simply give a warning, not an error, to consider unloading it IF you encounter issues.

The issue that I have both heard and observed is that performance tends to abnormally degrade with ACSTG enabled, mostly in multiplayer, due to what I can tell is the network saturation caused by spawning and despawning a ton of objects constantly.

Pretty much anything that already has a lot of scheduler/network activity may have issues with ACSTG. I believe these issues can also be noticed with mods/missions like Overthrow. Obviously server specs and such play a role in how visible these issues may become.
devildogg237 Sep 11, 2024 @ 6:46pm 
@qwebl thats because code changed in ultimate at one point and it was spawning thousands of the "walls for hiding" around you and the AI. it doesn't seem to be a problem now, but caution should be maintained until its properly noted that this doesn't happen anymore
SootCoot Sep 11, 2024 @ 2:26pm 
@qwebl My group has used this with antistasi ultimate for a while now without any problems
qwebl Sep 8, 2024 @ 5:50pm 
is it compatible with antistasi ultimate? Getting an error on esseker saying "Warning. Addons loaded may not work correctly, or work together. Consider removing hem if you encounter any issues" Ive tested in eden editor on stratis and esseker and it seems to be working find. Also no issues with helicopter spawns like someone previously said they were having with ultimate
Ghost Aug 22, 2024 @ 11:35pm 
AI Cannot See Small Drones and AI Cannot See Through Grass have the same key, is this fine?
devildogg237 Aug 6, 2024 @ 2:32am 
anychance we could get a toggle for turning it off on AI. that seems to be what's messing with an scripted missions like antistasi, mostly on dedicated servers since those usually mean more ai spawn
Hux Jul 29, 2024 @ 11:57pm 
@Kal Pico It's only for grass.
Asuka Jul 29, 2024 @ 11:54pm 
does this can work with vcom?
Kal Pico Jul 29, 2024 @ 10:00am 
does this also stop them from seeing through jungle brush on tanoa and cam lao nam?
Play3r Jul 28, 2024 @ 5:18am 
@ wolf
Did you even bother to read??

EDIT2: Updated the mod to work in multiplayer. Multiplayer signatures were tested on a sever (big thanks to @Gunter Severloh!) and appear to finally be working. Make sure you delete 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.
wolf Jul 28, 2024 @ 5:10am 
is this a server mod or client side?
Anthony Jul 20, 2024 @ 9:36pm 
Is it Compatable with AI Avoids Prone ??
Kirgiz Jul 10, 2024 @ 1:57am 
Perhaps this has already been written, but has anyone encountered a gradual clogging of the process when saving the game in long missions? After 5-10 hours, the preservation process turns into an impossible despondency. Especially if you use Teamswitch.
This may be due to errors in removing invisible objects from the mod (I did not use other mods). Trying to analyze the report and save files, I found signs of many objects in the scene.
How does the removal of objects occur when a player uses Teamswitch, sometimes covering the entire map with 20 - 30 game units.
Has anyone encountered this?:steamsalty:
Close Jul 10, 2024 @ 1:33am 
im guessing that there are times where the ai will look for a flat piece of land to put the chopper, or as you said maybe they are supressed and dont want to land, who knows
claudiopolez  [author] Jul 10, 2024 @ 1:06am 
@Close, thanks for clearing this up! :steamthumbsup:
Close Jul 10, 2024 @ 12:59am 
a bit more testing using zeus, spawned an enemy squad, spawned empty enemy chopper, had them get in and fly over a very grassy field, had them land and get out with no issues
Close Jul 10, 2024 @ 12:44am 
im doing a bit of testing regarding these chopper broken reports and so far my ai are more than happy to land in a grassy field on altis with no issues at all, my current antistasi save isnt very far so i cant say anything about enemy ai
claudiopolez  [author] Jul 10, 2024 @ 12:32am 
@Marc, "the magic walls for hiding" only have fire geometry (i.e., they should only affect AI shooting decisions) and allow all objects to go through them - bullets, grenades, cars, helicopters, men, etc. Also the walls only appear in the potential (and actual) crossfire direction. So helis may not want to land in the crossfire? Which would be understandable of course. Alternatively, pilot AI may indeed be affected by the "fire geometry" object property - this may be a bug or a feature in Arma3, I do not know.
@jänkäsd, Prior to Antistasi Ultimate there were many reports that ACSTG was fully compatible with Antistasi. Ultimate and later versions have changed something - don't know why, what or how.
@Close, :steamthumbsup:
Close Jul 10, 2024 @ 12:20am 
The problem was me, I had forgotten to deploy mod keys (using faster server) all good and working
Close Jul 10, 2024 @ 12:19am 
When i have signature validation enabled I get signature mismatch, im using the _2 key as said in description, my game mod has the same key, unsure whats happening
jänkäsd Jun 29, 2024 @ 9:30am 
Antistasi enjoyers: this will break all helicopter spawns. Playing antistasi ultimate. Idk why or how.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 May 20, 2024 @ 5:17pm 
Does this mod prevent AI helicopters (transporting players inside them) from landing? I'm not sure if it's this mod but AI refuse to land when they get near the ground when grass textures pop in. Not sure if it's because if the "magic wall for hiding" that spawns with the loaded in grass.
RebelSoldier Apr 19, 2024 @ 11:58am 
@Wanaksiwin AI vision is already blocked by trees and bushes. They will suppress your last known position however