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Thread: Is there interest in this mod, if so I need testers

  1. #21
    Chief Warrant Officer Fox '09's Avatar
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    I made a demonstration video. They both are in about the same place, just one place looks likes there are more shadows.



    I have to make use of shadows and heavy grass to hide, which is exactly what I want. (even in the day I can hide if i do that..)
    "Simulations aren't about the destination, they are about the way there." - Metalcraze

  2. #22
    Quote Originally Posted by AxF FoX View Post
    I have to make use of shadows and heavy grass to hide, which is exactly what I want. (even in the day I can hide if i do that..)
    I didn't think Arma2 took shadows into account for AI
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  3. #23
    Staff Sergeant Mysteryman5150's Avatar
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    Fox, Thanks for putting up a demo video. What did you have the camo set at when you did the video. Also did you mess with the sensitivity on the enemy forces. Obviously results will vary for everyboby depending on the settings they use. That was generally the idea behind using a file in the userconfig.
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  4. #24
    Chief Warrant Officer Fox '09's Avatar
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    I was using 0.1 for camo. I haven't tried out setting the sensitivity on the enemy forces, but I will eventually try that out

  5. #25
    Staff Sergeant Mysteryman5150's Avatar
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    What would anyone think of a mod that would allow the user to set the audible and visibility settings of silinced weapons. It does not effect the actual game audio and visuals, only the AI ability to see or hear it, this can be done for all ammo types, BTW.

    For fun I actually created a silenced m107 that uses the BIS silenced rifle sound. I know it's lame because I don't have a model (I don't make models, sorry) for it but I just wanted to see if I could do it. That is why I didn't released it.

  6. #26
    What is the best adjustments for the stealth and recognition mod for ai hearing?
    BRAVO409

  7. #27
    Play with it, but to give you an idea:

    .05;//.05 defines how loud a unit is - higher number is louder.

    so for example

    Code:
    //Defines USMC Soldiers - Snipers (.5), Spotters (.5), Marksmen (1.0) and scouts (.75) - ***(##) DEFINES VANILLA CAMO RATING FOR THAT UNIT***
    	#define __USSN_audible  	.01;//.01  defines how load a unit is - higher number is louder.
            #define __USSN_sensitivityEar  	.5;//.5  defines how well can the given unit hear others - the bigger the value the better the hearing
    these guys are camouflaged and move slow to sneak so they are extremely stealthy, so a low number at bottom woudl be best for them

    Code:
    //Defines USMC Soldiers - Basic Infantry
    	#define __USMC_audible  	.05;//.05  defines how load a unit is - higher number is louder.
           #define __USMC_sensitivityEar  	.4;//.4  defines how well can the given unit hear others - the bigger the value the better the hearing
    Code:
    //Defines Guerilla Soldiers - Basic Infantry
    	#define __GURB_audible  	.05;//.05  defines how load a unit is - higher number is louder.
    	#define __GURB_sensitivityEar  	.3;//.3  defines how well can the given unit hear others - the bigger the value the better the hearing
    USMC are better trained then a guerrilla fighter, or an insurgent so the hearing ability might be alot better as in another sense can
    be compared to a different observations skill, what they look for in terms of what they been taught to look at ect,.

    also you should use this thread for this mod:
    http://forums.bistudio.com/showthrea...ion-Skills-Mod

    hope that helps.

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