CarlSaganT3 0 Posted June 3, 2023 Hello all! I’ve been playing Arma and lurking this forum for many years. Nice to finally have an account 🙂 What I want to do is make a mod that doubles the default camouflage coefficient for “man”, but it’s proving to be quite a strenuous task to learn how for my little pea brain. Long range firefights are fun. If it is possible to globally change this value without making an entire mod I would of course prefer that. If not, I would love if anybody could point me in the right direction (I tried searching I swear so pls forgive me if it’s out there). Alternatively, if anybody would be willing to make that mod I will love you forever and donate some money to you for saving my puny brain cells xD PS thank you to the community for the help I’ve gotten vicariously through other peoples posts for the last decade. You guys are awesome and based Share this post Link to post Share on other sites
Janez 530 Posted June 3, 2023 Hmm, well there is player setUnitTrait ["camouflageCoef", #]; so you could globally apply that to specific class(es). On biki it says "A lower value means the unit is harder to spot". From what I remember, something like 0.1 makes you pretty much invisible. Then there is also audibleCoef trait. Share this post Link to post Share on other sites
CarlSaganT3 0 Posted June 4, 2023 18 hours ago, Janez said: Hmm, well there is player setUnitTrait ["camouflageCoef", #]; so you could globally apply that to specific class(es). On biki it says "A lower value means the unit is harder to spot". From what I remember, something like 0.1 makes you pretty much invisible. Then there is also audibleCoef trait. thank you for the response! 🙂 that’s what I’ve been doing for my own missions (with Eden enhanced) which works great but I’m trying to figure out a way to make it apply when I’m playing DCO/DRO and other peoples stuff Share this post Link to post Share on other sites
Janez 530 Posted June 4, 2023 You can make pretty much any script into a mod. Let's make an example. First, create a folder named MyAddon. In that folder, create a file named MyScript.sqf (make sure it actually is an SQF file) containing the following: if (isServer) then { player setUnitTrait ["audibleCoef", 0.1]; player setUnitTrait ["camouflageCoef", 0.1]; player addMPEventHandler ["MPRespawn", { player setUnitTrait ["audibleCoef", 0.1]; player setUnitTrait ["camouflageCoef", 0.1]; }]; }; Then, create another file named CfgFunctions.hpp and put the this in it: class CfgFunctions { class MyAddon { class MyFunction { class MyScript { file = "\MyAddon\MyScript.sqf"; postInit = 1; }; }; }; }; Finally, create a file named config.cpp with the following in it: #include "BIS_AddonInfo.hpp" #include "CfgFunctions.hpp" All you have to do now is open Arma 3 Tools' Addon Builder and compile the previously mentioned MyAddon folder into a .PBO archive with it. Then install and run the .PBO via either Launcher or Startup Parameter. I haven't tested this as I'm not playing Arma much these days but I think something like this should work. There are other things you can do to make the mod prettier and whatnot, you can read about some of such matters below. I'm sure there is a lot more but this is what I can remember at the moment. https://community.bistudio.com/wiki/Mod_Presentation https://community.bistudio.com/wiki/CfgPatches https://community.bistudio.com/wiki/Functions_Library_(Arma_3) (be sure to go through this one) 3 Share this post Link to post Share on other sites
CarlSaganT3 0 Posted June 6, 2023 On 6/4/2023 at 3:25 AM, Janez said: You can make pretty much any script into a mod. Let's make an example. First, create a folder named MyAddon. In that folder, create a file named MyScript.sqf (make sure it actually is an SQF file) containing the following: if (isServer) then { player setUnitTrait ["audibleCoef", 0.1]; player setUnitTrait ["camouflageCoef", 0.1]; player addMPEventHandler ["MPRespawn", { player setUnitTrait ["audibleCoef", 0.1]; player setUnitTrait ["camouflageCoef", 0.1]; }]; }; Then, create another file named CfgFunctions.hpp and put the this in it: class CfgFunctions { class MyAddon { class MyFunction { class MyScript { file = "\MyAddon\MyScript.sqf"; postInit = 1; }; }; }; }; Finally, create a file named config.cpp with the following in it: #include "BIS_AddonInfo.hpp" #include "CfgFunctions.hpp" All you have to do now is open Arma 3 Tools' Addon Builder and compile the previously mentioned MyAddon folder into a .PBO archive with it. Then install and run the .PBO via either Launcher or Startup Parameter. I haven't tested this as I'm not playing Arma much these days but I think something like this should work. There are other things you can do to make the mod prettier and whatnot, you can read about some of such matters below. I'm sure there is a lot more but this is what I can remember at the moment. https://community.bistudio.com/wiki/Mod_Presentation https://community.bistudio.com/wiki/CfgPatches https://community.bistudio.com/wiki/Functions_Library_(Arma_3) (be sure to go through this one) Wow! thank you so much! I’ve been busy with work so I just now saw this but this is awesome. You made it way simpler for me. I was having a hard time parsing and comprehending the info on the wikis by myself. This community never ceases to be great! have an awesome day 🙂 Share this post Link to post Share on other sites