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Does anyone know of a way to make stealth realistic in arma 2?

Ie having silenced weapons seems pointless when as soon as you kill an ai it alerts the rest of them anywy

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Put in the init line of player: hideObject this;

:D

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hideObject lol.....

but seriously, try combining setCaptive with knowsabout checks.

Also maybe try using fired or hit eventhandlers and do stuff.

But anyhow, what you want is not really possible without massive change to AI core beheaviour.

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Thats what I was worried about.....

Looks like my next mission idea is goin in the rubbish bin, lol

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Does anyone know of a way to make stealth realistic in arma 2?

Ie having silenced weapons seems pointless when as soon as you kill an ai it alerts the rest of them anywy

Hey, When you are making a mission and you want it to be a stealth section. You need to know how many units are in a group before you Engage the unit/group. You only have around 2-3 seconds to take them down before they call for support. So if the unit has 3 other men in it's group you need to take all four men down at once or they call in for assist and give your location. When making a mission you need to keep this in mind. How many men in a group and if the group is moving or static. I may not know a lot about how to script but when it comes to designing missions I know my shit.

This is hard to do by yourself but if you give your AI all targets then open fire you can take a whole group down within the time frame so no other units can be called to assist them.

Edited by AVIBIRD 1

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I have not tried this, but can't you disable the communication between the enemy AI?

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I have not tried this, but can't you disable the communication between the enemy AI?

Afaik, NO, AI will communicate after a few seconds to all units of same side info on enemys no matter range (all over map), if enemy is fully detected (knowsabout is 4) then all units of the detecting side will know EXACTLY where that unit is for a few minutes(2 to 4 or something) no matter if its in sight or hidden from sight.

magic xray vision will be active on AI as long as the knowsabout is at 4.

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Hmm I have an idea that is at least worth a try, IMO. However, this all depends on whether the knowsAbout gets increased for the group or for the whole side. From my experience groups don't automatically exchange knowledge to other groups, they do, however, exchange information within the group.

By scripting:

- Create a empty group, (let's call it dead_dudes).

- Attach killed event handler to every enemy.

- On that event, unjoin the dead guy from the group and join him to dead_dudes (maybe grpNull would work). Dead guys don't talk!

It might work, not sure. All depends on whether the original group get's notified even though you have removed the dead guy from the group before the notification.

I'm will not be near my arma machine for some hours, however, someone could try putting this into a trigger:

CONDITION:

isServer && time > 5

ON ACT:

0 = [] spawn {
   {
       if (_x == vehicle _x && side _x == east && !isPlayer _x) then {
           _x addEventHandler ["killed", {
               _unit = _this select 0;
               _unit joinSilent grpNull;
           }];
       };
   } forEach allUnits;
};

You may not need a dummy group, so I used grpNull.

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Well, you know, I do not know why I wrote that, because I have never even been able to get 'my side' to shut-up (stop communicating). :)

Anyway, in regards to knowsabout, couldn't you just have a little, loop script that would reset the knowsabout to a lower detection setting (for the stealth part of the mission)?

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I recommend downloading ASR AI - it has some great configs for disabling the ability to radio between enemy groups, etc.

http://www.armaholic.com/page.php?id=12105

It also lets you change the ability for enemy AI to see you while you're being stealthy. Its working really well for me during my night assult mission i'm working on.

Edited by Cantora

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