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Found 9 results

  1. DynamicCamo (Updated Version 1.5 ) 17/5/19 What does it do? It takes account of players stance, uniform and environmental factors to adjust the players unitTrait CamouflageCoef and audibleCoef A low camouflageCoef and audibleCoef gives greater camouflage to the unit and makes it harder for ai to see and hear you. Units appear to be created with camouflageCoef set t0 1 as default. This script dynamically resets this depending on a number of factors. It does this each time player changes stance and at set intervals. This is not just a "stealth" or Ghillie script and will provide camo benefit in all infantry combat. No distinct handling of urban environment at this time. Maybe later. Why? Player may feel AI are not sufficiently impaired in detecting player by factors such as uniform camo, light level, rain, Overcast level, Fog, and Wind, and Trees, Bushes and rocks near player. Script allows player to determine what impact these factors will have on AI ability to detect player or ai unit by sight and sound. It does not alter AI ability to detect movement. When the script is run on an ai unit it impacts the ability of other ai iunits to see or hear that uit depending on environmental factors etc just as for player. What influences the Dynamic Camo? Player stance, Fog, Rain, Overcast, light level,wind and bushes or trees and some other objects ( rocks, telephone poles so far) adjacent to player. Changes happen automatically on change of stance (a minimum 3 second cooldown is built in.) and at scheduled intervals of around five seconds. Can the effect be adjusted ? User can adjust impact of the Dynamic camo by passing the range for the impact for both caounflageCoef and AudibleCoef . These are passed as arguments when calling the script. See guide to adjusting the effect. Installation Copy script as camoscript.sqf to mission folder. In player init put camo = [this, "DEBUG", 0,1,0,1,5] spawn compile preprocessFile "camoscript.sqf"; will run script in DEBUG mode with a five second recalc delay and a full effect.. Remove DEBUG to turn off and just play. IMPORTANT - the script monitors keys associated with stand/crouch and prone through the use of User1. It will work if you don't do this but you will only get the automatic calculation every five seconds and not the additional stance change triggered recalculation. Go to the menu - controls>custom controls > User1 and ensure you set both the prone key AND the crouch stand key for User1. ( usually z and x keys) If you want to use a different User number select User2... User20 as desired, set keys as stated and change User1 to your desired User,n in script. USE You don't need to do anything other than occasionally crouch, stand up , go prone and watch the different camouflageCoef that is being set for you. Try at night V day, with and without rain, fog etc and watch result. In general I am trying to adjust the impact of the various factors so that they combine together sensibly. User can adjust impacts via linearconversion. If anyone doesn't understand anything please ask. Script prints calculated values when DEBUG on. A BRIEF GUIDE TO ADJUSTING THE EFFECT - NOTE 1- It takes quite low values of camouflageCoef to make detection quite hard so this version comes with the factors and the result scaled towards that direction. 2 - I am tuning the impact of factors as the script develops. If you want to try your own tuning try the graph calculator link below then adjust linear conversion output ranges or specific values ( eg for stance) as required. The values currently in the script give a fairly good out of the box result though. Further Development Plans 1) make specific calculation for audibleCoef- done.2) weighting for unit being near bush(s) - done 3) same for tree(s) 4) parameterise adjustables so that they are supplied by array? done 5) handling of weighting for uniform ( ie ghillie suits etc) done ( may upgrade further) 6) test and weight for inside building 7) useable for squad and other ai. (partly done) 8 ) consider MP and JIP compatibility. Version/ Update Notes This is an annotated fully working version. I trust the annotations make the script self explanatory. Version 1.1 - included setting of audibleCoef. Make unit harder to hear. Separate scaling of effect for audibleCoef to allow user to define how much they want impact on audibleCoef. Version 1.2 - handling of light level significantly improved around dawn and dusk. Light level impact adjustable via linearconversion. Version 1.3 - audibleCoef calculation now uses specific factors which can be weighted separately from those for camouflageCoef. Other tweaks include adjustment of range values Version 1.4 - 1) script now auto recalcs every 5 seconds as well as on stance change. Soldier can keep lower stance camo max five seconds on bob down and up. 2) calculated values shown by systemchat and hint for camouflagecoef , audiblecoef and number of trees/bushes/hides found in 2m radius. Turn of by setting DEBUG to empty string in call ie camo = [this,"DEBUG"] spawn etc. See installation. 3) calculation now influenced by near proximity of trees bushes and hides to player. 4) sleep after stance change calculation shortened to 2s for better responsiveness. Version 1.5 1) script now has parameters which can be passed to it allowing easy adjustment of Dynamic Camo impact. See USE. 2) Script now gives different DynamicCamo depending on uniform type. 3) Script works with ai to ai. Ai running the script benefit from DynamicCamo. 4) Recalc interval can be specified per instance of the script. // DynamicCamo by Bunc v 1.5 // Free to use but credit me please. // Script adjusts unitTrait camouflagecoef & audibleCoef based on environmental factors, stance and uniform. // makes it harder for ai to detect unit depending on weather, stance, camo, cover etc. // v1.5 Script call now passes the following arguments for easy adjustment // [this,"Debug",camLo,CamHi,AudLo,AudHi,Autodelay] // Where CamLo = n and n>= 0 and n<=1 default 0 // where CamHi = n and n>= 0 and n<=1 default 1 // same for AudLo and AudHi. // Autodelay is delay bewteen each autorecalc in secs. // Script now detects specific uniforms. // script also impacts ai to ai perception - ai units will benefit from DynamicCamo re detection by other ai. // to use on non player ai simply put unique call to script in that units init. // FACTORS // fog. - (0 is no fog 1 is full fog.) // Camo - factor for uniform. 0 is high uniform camo. changed via Ghillie switch. // rain - rain density. 1 full rain 0 no rain. // lightlevel - Stepwise function accounting for night, dawn, midday, dusk. range 0 dark to 1 light. // overcast - 0 clear skies to 1 full overcast. // NB script allows for linear rescaling to give better weights for each factor as required. // NB camouflageCoef values in unit trait appear to have a subtle effect // until values are small. rescaling of values ensures calculation produces figure in appropriate range for desired impact. // NB units start with camouflageCoeff set to 1 as far as I can tell. // we want combination of these factors where they are all present to produce a small ccoef // approaching zero and perhaps not too near 1 when there are no factors in play. // linear rescaling is available on the output the output if further adjustment is required. // basic formula - // newcamcoef is the value that will be set as unit trait camouflageCoef // newcamcoef = sqrt( (1-fog) * camo * (1-rain) * darkvalue * (1-overcast) // NB 0 for a factor would set camocoef to zero and we might also want some // effect even when a factor is 1 so we can scale these inputs to a smaller range eg 0.01 to 0.99 // the specific scaling needs to be tested for best effect. // We start the main loop which continues while player alive // then waituntil player presses User1 assigned key or set autodelay _ad via param. //----------------------------------------------------------------------------------------------- params ["_unit","_debug","_cLo","_cHi","_aLo","_aHi","_ad"]; if (_debug == "DEBUG" ) then { _autoInfo = "autodelay " + str _ad; hint _autoInfo; }; _time = time; while {alive player} do { waitUntil {_newtime = time; inputAction "User1" >0 OR (_newtime >_time +_ad)}; //GET FACTORS AND SCALE THEM. //GET TREES BUSHES AND HIDE FACTOR _tbhf _ntbh = count nearestterrainobjects [_unit,["Tree", "Bush", "Hide"],2.5,false,true]; //set default tbh factor before if _tbhf = 1; if (_ntbh ==0 ) then {_tbhf =1;}; if (_ntbh == 1) then {_tbhf = 0.5}; if (_ntbh >= 2) then {_tbhf = 0.25}; // get fog and rescale result to desired range. _foglevel = linearconversion [0,1,fog,0,0.9,true]; // Camo V1.5 includes uniform test. Default Camo is 1 _uniform = uniform _unit; _camo = 1; if ((str _uniform find "Combat" >=1) OR (str _uniform find "CTRG" >=1) OR (str _uniform find "Officer" >=1)) then {camo = 0.5;}; if ((str _uniform find "Ghillie" >=1) OR (str _uniform find "Sniper" >=1) OR (str _uniform find "Viper" >=1)) then { _camo=0.4;}; // v 1.3 getwind strength and scale it _windstrength = vectormagnitude wind; _windscaled = linearconversion [0,7,_windstrength,0,0.9,true]; // get rain level and scale it v.13 added specific audible level _rainLevel = linearconversion [0,1,rain,0,0.8,true]; _rainLevelA = linearconversion [0,1,rain,0,0.9,true]; // NEW LIGHT LEVEL FACTOR // 1 is full light 0 is dark. Light will not impact audible. // initialise _lightlevel before if statements // now handles dusk and dawn. // get sunrise and sunset _sunriseSunsetTime = date call BIS_fnc_sunriseSunsetTime; _sunrise = _sunriseSunsetTime select 0; _sunset = _sunriseSunsetTime select 1; _lightlevel = .5; // get decimal time _timenow = daytime; // set required variables p= 1; _sre = _sunrise +p; _srs = _sunrise -p; _sss = _sunset -p; _sse = _sunset +p; // Test and assign _lightlevel values if ((_timenow >= 0) && (_timenow <=_srs)) then { _lightlevel = 0; }; if ((_timenow >= _sse) && (_timenow <=24)) then { _lightlevel = 0; }; if ((_timenow <= _sse) && (_timenow >=_sre)) then { _lightlevel = 1;}; if ((_timenow >=_srs) && (_timenow <= _sre)) then {_lightlevel = 0.5 *(_timenow-_srs);}; if ((_timenow >=_sss) && (_timenow <=_sse)) then {_lightlevel = -0.5 * (_timenow -(_sse));}; // Linear scaling to allow adjustment of lightlevel impact. _lightlevelscaled = linearconversion [0,1,_lightlevel,0.05,1]; // get overcast level and scale it. _overcastLevel = linearconversion [0,1,overcast,0,0.9,true]; // GET STANCE AND ASSIGN VALUES v1.3 added _stA stance audible impact. _stanceresult = stance _unit; _st = 1; _stA = .5; switch (_stanceresult) do { case "STAND" : {_st = 1; _stA =1;}; case "CROUCH" : {_st = 0.6; _stA=.5;}; case "PRONE" : {_st = 0.4; _stA =.2;}; case "SWIMMING": {_st = 0.75;_stA=.5;}; case "UNDEFINED" : {_st = 1;_stA=0;}; }; // RUN THE CALCULATION _newCamCoef = sqrt ( (1-_foglevel) * _camo * (1 - _rainLevel) * _lightLevelscaled * (1 - _overcastLevel) * _st * _tbhf ); _newCamCoefA = sqrt ( (1-_foglevel) * (1 - _rainLevel) * (1 - _overcastLevel) * _stA * (1-_windscaled) ); // scale our new camcoefs to whatever ranges we desire // as given in arguments to the script _newCamCoefScaled = linearconversion [0,1,_newCamCoef,_cLo,_cHi,true]; _newaudibleCoefScaled = linearconversion [0,1,_newCamCoefA,_aLo,_aHi,true]; // set our calculated value as the UnitTrait for camouflageCoef and audibleCoef _unit setUnitTrait ["camouflageCoef", _newcamCoefscaled]; _unit setunitTrait ["audibleCoef", _newaudibleCoefScaled]; // DEBUG / ONSCREEN INFO if (_debug =="DEBUG") then { _testit = _unit getUnitTrait "camouflageCoef"; _testit1 = _unit getUnitTrait "audibleCoef"; // show calculated result for tuning - comment out if required _camCoeftest= "Camo "+ str _testit; _AudCoeftest= "Audio "+ str _testit1; _TBresult = "Trees&Bushes&Hides " + str _ntbh; hint _TBresult; systemchat _camCoeftest; systemchat _AudCoeftest; }; // sleep for a bit so that bobbing up and down in combat doesnt cause // too many runs on the script. Also allows player to go prone, // get extra camo then bob up again retaining prone camo for a short while. sleep 2; _time=time; }; Comments welcome. I set up this graphical calculator to show how the function works - just mess with the sliders. https://www.desmos.com/calculator/buiia4zs2j Test scenario mission with v1.5 https://www.dropbox.com/s/xf6x34963ixjue0/camouflagescript.Altis.zip?dl=0 Watch camo level change on stance change. Two BLUFOR have no camo set. OPFOR COMING. Try just crouching and watch OPFOR search and spot your mates usually long before they spot you. Watch values change as you move about (script in this version also shows opfor man knowsabout unit value with debug set.) For me the effect is a bit strong at this point but you can change values in script call. See adjusting the effect above. Make sure to set User1 keys to x and z as instructed above before playing or recalc on stance change wont work.
  2. STALKING, CAMOUFLAGE, ORIENTEERING, and SNIPER-UNIT TRAINING by R. Von Quest VERSION: v0.3.0 Beta UPDATED: 19 January 2019 DONATE: Support Project // INTRODUCTION: This is the Stand-Alone Module of my Scout/Sniper Addon from my SpookWarCom Project. This will focus more on the scout-side of the mysterious of the lethal Spec-Ops Sniper and the unique elements of scouting, stalking and the recon aspects of Scout/Sniper Operations. A Sniper is a highly trained marksman who operates alone, in a pair, or with a sniper team to maintain close visual contact with the enemy and engage targets from concealed positions or distances exceeding the detection capabilities of enemy personnel. These sniper teams operate independently, with little combat asset support from their parent units. Snipers typically have highly selective and specialized training and use high-precision/special application rifles and optics, and often have sophisticated communication assets to feed valuable combat information back to their units. ~ Wiki "One-Shot, One-Kill" // FEATURES: 3 Levels of Sniper Blinds: Sparse, Normal, Thick Acute Scout/Sniper Hearing while in Blind/Hide Keen sense of Smell for detecting nearby Enemy Questrel Weather Computer (aka Kestrel) 1966 USMC "Hathcock" Edition BoonieHat Cut or Clear the Grass for a clear view when prone Targets - Practice & Training Feedback System Scout/Sniper Stealth Options and System // NOTES: This is only about 20% done. This version was a re-write to get it back on track again. There are several features that may not still work, or are unfinished at this time. I just wanted to get this public version out now so you can test and enjoy what I have running so far that is at least stable and playable. The Ballistics do not work right now I believe. Just use ACE3 for now, or any other mod you prefer. This project is more about the Scouting Skills, rather than the Sniper Shooting anyway. I have a lot more coming, but updates are slow due to I have a huge mod-set under development at the time of this writing. Also to speed up this public version, there is no documentation included. You will have to Search for the older version of this for more details, or wait until an update later for the new stuff. // KEYBINDING: Shift + S // REQUIRED: 1. CBA A3 - Community Based Addons A3 // DONATE: DOWNLOAD =VQI= SCOUT SCOUT/SNIPER PROJECT Von Quest Industries // LICENSE: // CREDIT & THANKS: *n/a
  3. Hey folks! (long wall of text ahead) Some time ago there was a post by Kiory about a really cool accidental discovery he had with Arma materials: https://forums.bistudio.com/topic/175495-opticalactive-camo/ And for some time I've been working on reproducing the effect and wanted to share current progress to you all since with the help of mr. zantetzou I've had some breakthrough with the technique. For background: In his post Kiory mentioned the basics on how the effect is achieved: By applying a 0 alpha (completely see through) _CA texture on the model in question and applying an .RVMAT with PixelShaderID="Refract"; and VertexShaderID="Super"; and with that I began experimenting on my own some time ago, but did not get as good results in the progress as every time, no matter what the model I applied my 0-alpha texture and my refracting material the model always had this white sheen to it. Except on the move when it looked about what I was hoping to achieve. Finally some progress: After 143 trial .RVMATs I dropped the testing in frustration as nothing seemed to change no matter what attributes I changed and couple of days ago picked up the project again after being contacted by zantetzou as he too was interested in creating "optical camouflage" material for his own project. He in his own trials had used almost identical set up with the texture and material BUT had achieved proper effect in one of the VR objects. When we exchanged our findings I too were encouraged to try out some of the VR objects and the refracting materials and ALAS for some they worked and provided identical results that Kiory had show in his video. This progress now gave me the boost to write here in hopes that others interested in the matter can partake in the trials in order to find how this works. Here is the .RVAMT i've used. 0 Alpha see through texture im sure everyone can make. Pictures: And here are couple of screenshots on how it looks after application on different models: Before: After: Theorizing: Notice the difference between the VR objects on the left and my test man with different material combos on the right. The white sheen is obvious and something that happen on all other objects me or zantetzou have tried but the VR objects the effect is working (maybe it works "wrong" on them in a way, but it looks the like what we would like to use) but so far I have not figured out why. Currently I've theorized that whatever the texture/material combo the model originally has somehow affects how the refracting shader works on them and thus I have extracted the texture/material paths applied on the VR objects via hiddenSelectionsTextures[] and hiddenSelectionsMaterials[] in their configs and tried to apply the same ones on my test man in the pictures. This however did not produce the any results and so I am here asking if anyone else has ideas on how to proceed from here. I've been considering the possibility that man character is drawn somehow different from static objects and as my next step I will make a static test object to see if theres any difference there. For some reason the white sheen also disappears in some angles and when the object is looked at from high speed, or the objects moves fast: Shot this one when running past the testman: Known objects it works on: So far following objects have show the refracting shader as in the picture on the left: Sphere (200cm) / Sign_Sphere200cm_F VR Wheeled APC Target / Land_VR_Target_APC_Wheeled_01_F VR Tank Target / Land_VR_Target_MBT_01_cannon_F VR MRPA Targetr / Land_VR_Target_MRAP_01_F VR Wall / VR_Billboard_01_F Thanks for reading this far: And I would suspect that it would work on some other VR objects like the sphere that are somewhat see through/emmisive to begin with. I will continue working on this since I really want to make a scifi optical camouflage ghillie suit for our mod and eventually when we get back to our C&C mod this effect would be quite essential for Nod Stealth Tanks. If you get any ideas on what makes this work, don't hesitate to post on this thread!
  4. Stealth Ghillie 1.1 Description This mod changes the player's camouflage value who wears any standard ghillie suit. If you wear any addon ghillie, the mod won't change your value (yet). From my experience, the AI does not care about your ghillie suit, he will spot you from 20-30m away while you on the ground in the forest. But this mod adds some realism to the ghillie suits. If you find that in some situation your value seems not right (AI spots you/not spots you), just write a comment plus what sitation you were in. Works in all side (blufor, opfor, independent, civilian). No addons required. Tested in SP, hosted server with 2 players and dedicated server. Factors Player's stance (stand, crouch, prone) Player's speed Terrain (meadow, forest, tree) Night Changelog - Download Steam workshop Armaholic
  5. I'm making a mission in which you control the camera of the MQ-4A-Greyhawk drone. It's flying at about 1000m altitude above an enemy base. You are supposed to identify a certain target and call a strike. The problem is the AI keeps spotting the drone, but I don't want them to do that. So what can I do to change that? I have tried editing with the advanced Eden mod, but I don't think it has the needed features. Ty :) Edit: more details on the symptoms (idk, maybe it's important). When the drone arrives you can see two patrols and some stationary dudes (more arrive by truck later). After some time they start looking up into the air in the direction of the drone (This is what I interpret as them spotting the drone). A little while later they break patrol and crouch/go prone while still looking in the direction of the drone, but From what I can tell, they never shoot at it though.
  6. Is any way to change these vehicle confg values during mission?
  7. I am working on some textures for a Cold War-era mod. Two of the countries that I am trying to represent are Hungary and Bulgaria. I have no good reference image from which to make the camouflage. I can only find bad, distant, fuzzy, low resolution or incomplete images. I need photographs taken of three camouflage patterns that are popular and widespread in Hungary and Bulgaria. M1949 (Hungary) M1949/82 (Hungary) 1979 Splinter (Bulgaria) I'll also take an image of early Bulgarian splinter (Before the rain component was added) if you have access to it. The photographs need to be taken at a 90 degree angle with no flash in a well-lit room. I can't offer any money, but I can put your name in the credits of the mod.
  8. A small mod that currently adds three camouflage patterns for the M88 uniform: - East German "Rain" - Cuban "Elm Leaf" - Czechoslovakian "Needles" The goal is to eventually add more camouflage of nations hostile to NATO and the United States during the Cold War. http://steamcommunity.com/sharedfiles/filedetails/?id=1124452523 Please post if you have a problem with it, or a suggestion on how to improve it. If you have any sample textures to provide or point to that would be great as well. A lot of non-Western camo is obscure and hard to find images of.
  9. As of Dev Branch 1.59.135843 (May 4, 2016), the ground textures do not match the satellite or mid-range textures in some environments on Altis and Stratis. I believe that this is a result of the new lighting. The new appearance of the ground textures is a lighter dead grass color, allowing the US Multicam uniforms to do their job, but as you get farther away it turns the ground back to a dark green color. This makes it very difficult to know if you and your team are concealed or not and also makes enemies easier to spot (which is no fun if they're supposed to be hiding). I'm not sure of any easy solutions to this, as re-painting the entire map texture will take quite some time. Here is a view from close-up: And from far away:
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