LuckyArma 3 Posted February 23, 2022 I don't know if anyone has ever done this or if it's possible. I can't find any info on how to do it. Anyway, I want to make a sniper go invisible(to AI and other players) IF he's wearing a ghillie suit, and he's prone, and he's not moving. All 3 conditions must be true at the same time, also it would be great if I could cause AI to have a harder time spotting him if he's in a ghillie suit, even harder if he's prone, and impossible to see if he's in a ghillie, prone, and not moving. The logic seems simple enough, I just don't know the actual variable to change to make him invisible once the conditions are met. Is there a setting that will make a player invisible when true or false? Share this post Link to post Share on other sites
froggyluv 2136 Posted February 23, 2022 Sniper setUnitTrait ["camouflageCoef",0.00060]; The lower the number, the more camoflaged. How i came to that number i dont know -i once made a dynamic camo system for AI and tested all kinds of numbers and at the time it must have worked 2 Share this post Link to post Share on other sites
_foley 192 Posted February 23, 2022 11 hours ago, LuckyArma said: Anyway, I want to make a sniper go invisible(to AI and other players) IF he's wearing a ghillie suit, and he's prone, and he's not moving. All 3 conditions must be true at the same time, also it would be great if I could cause AI to have a harder time spotting him if he's in a ghillie suit, even harder if he's prone, and impossible to see if he's in a ghillie, prone, and not moving. Tricky conditions, this says that a sniper can be invisible even if he's on an asphalt road and enemy walks right up to him. Either way, to achieve literal invisibility you can do a combination of: hideObjectGlobal, forgetTarget, perhaps setCaptive. Beware of locality quirks. Share this post Link to post Share on other sites
The Real Bunc 137 Posted February 23, 2022 My Dynamic Camo script uses CamoluflageCoef ( as noted by Froggyluv) and sets it dynamically so that a unit is more or less invisible depending on if its got a Ghillie suit on or other uniform, is lying down or standing or is concealed by bushes . trees etc. Explained in the linked thread. If you just want a static invisible sniper then Sniper setUnitTrait ["camouflageCoef",0]; will make the unit effectively invisible although AI can still hear and locate the unit when it shoots. To reduce the units audible footprint you can setUnitTrait ["audibleCoef",0] also. The DymanicCamo script handles both Unit traits dynamically. Release: Script Dynamic Camo Share this post Link to post Share on other sites
LuckyArma 3 Posted February 23, 2022 2 hours ago, _foley said: Tricky conditions, this says that a sniper can be invisible even if he's on an asphalt road and enemy walks right up to him. Either way, to achieve literal invisibility you can do a combination of: hideObjectGlobal, forgetTarget, perhaps setCaptive. Beware of locality quirks. It'll need a few more conditions to be realistic. Thanks Share this post Link to post Share on other sites
LuckyArma 3 Posted February 23, 2022 1 hour ago, The Real Bunc said: My Dynamic Camo script uses CamoluflageCoef ( as noted by Froggyluv) and sets it dynamically so that a unit is more or less invisible depending on if its got a Ghillie suit on or other uniform, is lying down or standing or is concealed by bushes . trees etc. Explained in the linked thread. If you just want a static invisible sniper then Sniper setUnitTrait ["camouflageCoef",0]; will make the unit effectively invisible although AI can still hear and locate the unit when it shoots. To reduce the units audible footprint you can setUnitTrait ["audibleCoef",0] also. The DymanicCamo script handles both Unit traits dynamically. Release: Script Dynamic Camo I'll give it a try; thanks. Share this post Link to post Share on other sites