@@nannertime You are far too kind. I need to think about a good solution to the user key issue without disturbing too much how the mod operates. I think that is now my immediate priority as it will mean people won't then get potential clashes re use of user action keys.
I should point out that in the demo mission (which is used here I think) the effect is purposely set quite strong - which explains why they were almost able to walk right on top of you and not see you. In actual use I would suggest dialing back the effect by setting the parameters slightly differently so that it's a little more realistic. If you get it right it can be almost uncanny how they seem to know there is someone there but don't find it easy to spot you but you also won't get the almost near invisibility seen in the part where they almost walk over you.
@@nannertime you can change the parameters easily in the mod version bjt you need to use the scripting commands as explained in the mod description. Its pretty easy to do and you csn do it either in debug console or via a trigger or a waypoint or even in a unit ini - just follow the instructions in the mod description. Down the line i may update 5his so you can change them directly via for example CBA3 - but I still haven't decided if I want to create a dependency like that.
Oh Knight I have a question for ya if possible : every time I'm running a mission and I open the map I cannot move and scroll the map by clicking with left botton in the center of The map. I can only move it by clicking on the sides. And that's pretty annoying lol. Maybe you know why? Is there a way to unbug that and be able to move your map also by clicking in the center of it? Thanks!
I just thought I'd add some comment/info re something you said in the video about night vision and seeing if the mod could make AI see you better if they had night vision compared to not having night vision. That would of course be really useful but that's going to be incredibly hard to crack I think. The problem is that this mod alters things to do with the quality of the unit or thing being seen and not the unit that is doing the seeing. The factors that are being altered are part of the unit trait for the unit being seen ( or not seen very well if you have dynamic camo running). But night vision is equipment carried by the unit that is doing the seeing. Let me give you a simple scenario - three units - one with dynamic camo ( bob lets call him) and two "spotter units" one with night vision and one without. My script makes Bob harder to see (and hear) by altering a trait that bob has - lets say because he is hiding in bushes. Now lets turn our attention to the two spotter units. The one with no vision has problems seeing Bob because the mod has altered Bobs "visibility" to the spotter unit. Lets now think about the unit with night vision - as it stands he also has problems spotting Bob because Bob is running dynamic camo. So how can we change this? I cant alter Bobs trait to take account of the other units night vision because that will also alter the way the unit with no night vision sees Bob. If there was some way I could alter a Units VISION directly then I could do this. I could handicap the unit with night vision less for example and the unit with no night vision more. But I can't think how to do this with available commands. Thats why the Mod doesn't do that - it alters a characteristic of the Unit being seen (or not seen very well with dynamic camo on) and not the characteristic of the Unit doing the seeing. I hope that explains things. I haven't given up on this possibility but as things stand I haven't been able to work out how I could achieve what you are suggesting.
But it seems to work then, no? If Bob's traits were unchanged (so no mod running) the night vision spotter would be able to see him before the other spotter without night vision. We can reduce Bob's overall "visibility" using the mod, but the night vision spotter would still have an advantage over the other spotter. I believe that is a core Arma capability so there should not be a need for the mod to do anything, unless I am mistaken
@@nannertime, i think its just how antistasi is build all around, i mean, you would never have an ghillie suit in this guerrilla setup, if it actually worked with lets say, darker clothes, or lets say, take enemy clothes to blend with them, that wold be awesome.
arma ai never had wall hacks , if it saw you it would stalk you until it killed you or lost sight of you , if it sees you duck into a bush it will either shoot at the bush or come closer to investigate , for example in arma 2 when playing some stealth mission in csla mod (the mod doesnt change stealth mind you) i got within 50 meters of ai infantry by simply staying prone and beneath the shadows of the trees , the ai also reacts to noise , so in stealth missions your best bet is to just stay prone and have patience , oh and the mission i mentioned takes place during the day
Fire a single shot and AI will see you through the grass forever after. ACSTG mod is better for stealth as it keeps on working even during and after combat.
Dammit! I am getting back into Arma3 after several years. I keep trying o make a server and get my mods set. Stop showing me stuff I can't live without!
Once again, modders doing what the developers don't WANT to be doing. Altought it seems like the effect was a tad exaggerated in this video. Is this mod customizable?
This mod is not customizable. There is another mod that is a script version of this that is customizable. Find it on the workshop under the same name and the same author.
@@nannertime I would love to but I lost all the files when I reset my computer, I also lost a mission based off saving a hijacked ship in tanoa. I'll make them and post them here, shouldn't be too hard just gimme a day
This mod is a banger 😎always lookin forward a video of yours! 👍🏻👍🏻👍🏻
OH MY GOD A KNIGHTIN VIDEO!!!!!
OH MY GOD. IT'S TREY.!
Saw this on the workshop the other day, thanks for making a vid covering it, I'm definitely gonna pick it up now
It definitely deserves more love. Heck EVERYBODY should use it
Thanks for the video dude. I really appreciate it. I've linked it on the mod page.
Thanks for the mod! This should be mod of the year
@@nannertime You are far too kind. I need to think about a good solution to the user key issue without disturbing too much how the mod operates. I think that is now my immediate priority as it will mean people won't then get potential clashes re use of user action keys.
I should point out that in the demo mission (which is used here I think) the effect is purposely set quite strong - which explains why they were almost able to walk right on top of you and not see you. In actual use I would suggest dialing back the effect by setting the parameters slightly differently so that it's a little more realistic. If you get it right it can be almost uncanny how they seem to know there is someone there but don't find it easy to spot you but you also won't get the almost near invisibility seen in the part where they almost walk over you.
Is that something that I can readily change within the mod? Or only the script?
@@nannertime you can change the parameters easily in the mod version bjt you need to use the scripting commands as explained in the mod description. Its pretty easy to do and you csn do it either in debug console or via a trigger or a waypoint or even in a unit ini - just follow the instructions in the mod description. Down the line i may update 5his so you can change them directly via for example CBA3 - but I still haven't decided if I want to create a dependency like that.
Yes thats right. Thank you!
@@TheBunc hey bunc, I've been working with the mod a little and I was wondering if you could do a tutorial video to show case how to set it up?
Thanks for sharing this, now makes sense night ops
Yeah, Night ops will make sense..sort of now.
Once the AI detect you, the stealth mod doesnt do anything until the AI lose you
Does is work alongside ACE and RHS?
Yes
Hey man great bud does it this work in the editor without scripts?
Yes. The version I use here does not require entering scripts to work.
Will this mod still work if I run it alongside Real Engine?
Yes. Real Engine only affects the Camo potion. And of course real engine mods other portions of the game
Does this work in the editor without scripts? 😮
Yes.
That storm is beautiful man, how did you get it to look so majestic?!
That storm has 100% clouds, 100% rain, wind, a little fog.
This is a must have mod!
so its amazing man 😎
Oh Knight I have a question for ya if possible : every time I'm running a mission and I open the map I cannot move and scroll the map by clicking with left botton in the center of The map. I can only move it by clicking on the sides. And that's pretty annoying lol. Maybe you know why? Is there a way to unbug that and be able to move your map also by clicking in the center of it? Thanks!
I've never heard of that issue. Have you tried running with 0 mods?
@@nannertime nope yet! :)
I just thought I'd add some comment/info re something you said in the video about night vision and seeing if the mod could make AI see you better if they had night vision compared to not having night vision. That would of course be really useful but that's going to be incredibly hard to crack I think.
The problem is that this mod alters things to do with the quality of the unit or thing being seen and not the unit that is doing the seeing.
The factors that are being altered are part of the unit trait for the unit being seen ( or not seen very well if you have dynamic camo running). But night vision is equipment carried by the unit that is doing the seeing.
Let me give you a simple scenario - three units - one with dynamic camo ( bob lets call him) and two "spotter units" one with night vision and one without. My script makes Bob harder to see (and hear) by altering a trait that bob has - lets say because he is hiding in bushes. Now lets turn our attention to the two spotter units. The one with no vision has problems seeing Bob because the mod has altered Bobs "visibility" to the spotter unit. Lets now think about the unit with night vision - as it stands he also has problems spotting Bob because Bob is running dynamic camo. So how can we change this? I cant alter Bobs trait to take account of the other units night vision because that will also alter the way the unit with no night vision sees Bob. If there was some way I could alter a Units VISION directly then I could do this. I could handicap the unit with night vision less for example and the unit with no night vision more. But I can't think how to do this with available commands. Thats why the Mod doesn't do that - it alters a characteristic of the Unit being seen (or not seen very well with dynamic camo on) and not the characteristic of the Unit doing the seeing.
I hope that explains things. I haven't given up on this possibility but as things stand I haven't been able to work out how I could achieve what you are suggesting.
That absolutely makes sense. If it was easy, somebody would have done it by now. Either way, your mod dynamicCamo is by far the best
But it seems to work then, no? If Bob's traits were unchanged (so no mod running) the night vision spotter would be able to see him before the other spotter without night vision. We can reduce Bob's overall "visibility" using the mod, but the night vision spotter would still have an advantage over the other spotter. I believe that is a core Arma capability so there should not be a need for the mod to do anything, unless I am mistaken
Where do I set the User Action 1 key binds?
Go to the regular controls - drop down menu - Custom Keybinds
So, this vs Dynamic Camo System... Which one is better overall?
This one.
What’s the map at 2:30?
Cytech Underground
this mod is cool, i wish it worked with Antistasi Altis. :/
Why would it not work?
@@nannertime, i think its just how antistasi is build all around, i mean, you would never have an ghillie suit in this guerrilla setup, if it actually worked with lets say, darker clothes, or lets say, take enemy clothes to blend with them, that wold be awesome.
arma ai never had wall hacks , if it saw you it would stalk you until it killed you or lost sight of you , if it sees you duck into a bush it will either shoot at the bush or come closer to investigate , for example in arma 2 when playing some stealth mission in csla mod (the mod doesnt change stealth mind you) i got within 50 meters of ai infantry by simply staying prone and beneath the shadows of the trees , the ai also reacts to noise , so in stealth missions your best bet is to just stay prone and have patience , oh and the mission i mentioned takes place during the day
Very true. Thanks for the input
Fov Mod?
You can use your mouse buttons if you have them or check the bindings, it's vanilla.
My next video will explain how you adjust your FOV ;)
What scenario did you use?
It was the scenario that is linked to the mod on the workshop page.
Fire a single shot and AI will see you through the grass forever after. ACSTG mod is better for stealth as it keeps on working even during and after combat.
Why not both?
Dammit! I am getting back into Arma3 after several years. I keep trying o make a server and get my mods set. Stop showing me stuff I can't live without!
Haha glad to have you back! Check out Arma 3 Remastered for all the mods you can't live without.
It seems that this mod makes enemy blind sometimes . . . not realistic, during the day looks decente i guess
I tested it in the most extreme settings. It was pitch black.
what map 2:30?
Cytech Underground
@@nannertime thabk uu
What mods did you use on this video?
The only mod I used is @dynamicCamo
Once again, modders doing what the developers don't WANT to be doing.
Altought it seems like the effect was a tad exaggerated in this video. Is this mod customizable?
This mod is not customizable. There is another mod that is a script version of this that is customizable. Find it on the workshop under the same name and the same author.
2nd baby!!
2nd is the best
Always.
You want to have fun in Arma? Subscribe. Seriously.
This is gonna make me bust a big one
Not to brag but I did infact make a stealth mission
Share it here!
@@nannertime I would love to but I lost all the files when I reset my computer, I also lost a mission based off saving a hijacked ship in tanoa. I'll make them and post them here, shouldn't be too hard just gimme a day
@@mangored209 still waiting
@@meh2063 I very lucky i don't work today :)
@@mangored209 You're very lucky because you don't work?
4:23 THE AI just looked to u and did nothing. U holding a black gun, so they should realize. Bad mod
The grass is 2d and splotchy. Bad game.