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LuckyArma

I want to create an invisible sniper based on conditions

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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?

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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

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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.

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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

 

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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

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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.

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