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Found 8 results

  1. 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
  2. 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!
  3. 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
  4. 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.
  5. Is any way to change these vehicle confg values during mission?
  6. 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.
  7. 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.
  8. 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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