Jump to content
Sign in to follow this  
Cyper

AI hearing

Recommended Posts

The aiming accuracy, aiming shake, aiming speed, endurance, spot distance, spot time and so forth can all be tweaked by the Setskill array.

Now, I am creating a campaign which involves stealth kills.

The most serious complication with such a campaign is this: it is impossible to sneak up behind an AI unit without being spotted. The AI in arma does not only ''see'' but they also ''hear''. The problem is that their hearing is at times far too good. It is perfectly possible to sneak up behind stationary target in real-life without being spotted. Natural environments has environmental sounds such as wind, birds, thunderstorms, rainfall, etc. I realize it may be difficult to tweak AI hearing to all kinds of circumstances.

The question is this; Is there any way in which I can use a script to impair an AI units hearing ability?

Share this post


Link to post
Share on other sites

You can do it for AI (never tried on the player) with a cfgVehicles patch

An A2/CO patch for a Force Recon sniper would look include

 #define __FRSN_audible .01;

Larger numbers mean more noise.

Not sure how you would set it on the player; you might have to define a class for the unit type you want with a very low audible value.

Probably worth you having a look at the A2 thread for "Infantry stealth and recognition", an addon that enable the player to tinker with a range of values according to base class.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×