Incontinentia

release
[Release] Incon Undercover: A comprehensive undercover / incognito simulation

35 posts in this topic

Really? One of my test missions is on Zargabad so it should work... that being said, I don't remember if I checked for that specifically on Zargabad so you may well be right. I can't verify this for a few weeks but if that is the case, thanks for the heads up. 

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Oh believe me I'm very good at being wrong. 

 

But that seems to be the only thing I could pin point. I could not drive into Zargabad until I switched that off. Same car, same clothing etc.

 

Still a great script though. 

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Hellow, thanks for nice script. I tested it a little and found somekind of bug. I spawned enemy via Zeus, I was detected by them and was killed. After respawn I deleted enemies whitch detected me but I still detected and new enemise kill me even if I have a new car/uniform etc. Sorry for my bad english.

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Hey man,

sorry to bother you, but I have a question regarding your excellent incognito script.

It is possible to get the incognito status tied to a specific uniform?

I'm WIP on a mini campaign, where in one of the chapter, you have to infiltrate ,a la Metal Gear, an enemy base...now getting the incognito status by stealing the guard uniform is easy enough, but what I really want to achieve is that to be able to access a certain part of the base you have to get a scientist outfit...

Is that doable?

Thank you man!!!

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@Incontinentia We are having some great experiences with the script but we are having some issues. Will post it on the github and see what you think.We are having players who are getting stuck in incognito without the players coming out of incognito even though they are in the middle of the enemy and shooting at the enemy actively.

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Sorry dudes, I've been out of the loop for a few weeks. @Nichols I'll take a look at the github, cheers for reporting it! @zagor64bz, I'm already hoping to do something like that in the next version as it got requested a while back. Just haven't had the time as I'm not really around Arma much these days. But if that changes it'll be the next feature on the list (although any bugs will take priority obviously). 

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Hi Incontinentia,

 

I was trying to build a mission with your script set in WW2 era.  The setup is IFA3 Germans (BLUFOR) as enemy and IFA3 Resistance (INDFOR) as the undercover faction. I have ofc commented out the assymetric side, but that gives all kinds of error messages once I go into Editor preview play. 

 

In the settings I have added the regular A3 civs and the mod factions as civ sides, and if unarmed I get the hint message saying I'm no longer acting suspicious.  But if I come closer than 100 m to a german group, they open fire! No matter if I'm riding a motorcycle, a bike or approach on foot.  I tried dressing my player with BIS civ gear only, but still the same.  Maybe the IFA3 Germans are not recognized correctly as BLUFOR? Please have a look at my UCR_setup.sqf and tell me if this is correctly set up for a two-way war of regular BLUFOR troops against undercover INDFOR operatives:

 

COMING IN NEXT POST - SOME STUPID LINES LIMIT DOESN'T ALLOW ME TO POST THE SPOILER-HIDDEN TEXT...

 

Hope you can give me some tips for better settings OR you can tell me straight away that there is a known incompatibility with IFA3 units. 

 

Best regards & keep working on this very cool script!

 

tourist

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Here my UCR_setup.sqf:

 

Spoiler

/*

Setup options for INC_undercover undercover / civilian recruitment script by Incontinentia.

Please check each setting carefully otherwise the script may not function properly in your scenario. All classnames must have quotation marks ("Item_Random_F")

*/

//-------------------------Player settings-------------------------

_undercoverUnitSide = independent;             //What side is/are the undercover unit(s) on? (Can be east, west or independent - only one side supported)

//-------------------------General Settings-------------------------

_debug = false;                         //Set to true for debug hints
_hints = true;                          //Hints show changes of state etc
_fullAIfunctionality = true;            //Enable all checks on AI (may degrade performace very slightly for large groups, 15+)

_racism = true;                         //Enemies will notice if you aren't the race of the faction you're pretending to be (making you easier to detect if nothing is covering your face)
_racProfFacCiv = 1;                     //(Number) Multiplies the effect of racial profiling. Lower this number to simulate more multicultural civilian population
_racProfFacEny = 1;                     //(Number) Multiplies the effect of racial profiling. Lower this number to simulate more multicultural enemy forces

_regEnySide = west;                     //Units of this side will be classed as regular enemies (Side: can be east, west, independent) - if you don't need this, comment the line out (i.e. put // before _regEnySide, as in //_regEnySide = east;).
_regBarbaric = true;                   //(Bool - true or false) Will this side lash out on civilians if it takes casualties and doesn't know the attacker?
_regDetectRadius = 15;                  //Default detection radius for regular troops (this will expand and contract based on weather, time of day, and how the undercover unit is acting - civilians within this radius will be under much more scrutinty)

//_asymEnySide = independent;             //Units of this side will be classed as asymetric enemies (Side: can be east, west, independent) - if you don't need this, comment the line out (i.e. put // before _asymEnySide, as in //_asymEnySide = east;).
//_asymBarbaric = true;                   //(Bool - true or false) Will this side have a small chance of lashing out on civilians if it takes casualties and doesn't know the attacker?
//_asymDetectRadius = 20;                 //Default detection radius for asym troops (this will expand and contract based on weather, time of day, and how the undercover unit is acting - civilians within this radius will be under much more scrutinty)

_trespassMarkers = [];                  //Names of additional markers for areas that would be considered trespassing (any with "INC_tre" - case sensitive - somewhere in the marker name will automatically be included)

//-------------------------Civilian Disguise settings-------------------------

_civFactions = ["CIV_F","CIV_F_TANOA","ww2_civs_france","rds_rus_civ","LIB_CIV"]; //Array of factions whose vests are safe for undercover units to wear

//(Array of classnames) Safe vests (on top of the specific factions above - useful if faction has randomisation script or to add items that are not used by the faction)
_civilianVests = [];

//(Array of classnames) Safe uniforms (on top of the specific factions above - useful if faction has randomisation script or to add items that are not used by the faction)
_civilianUniforms = ["U_BG_Guerilla2_2","U_BG_Guerilla2_1","U_BG_Guerilla2_3","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Bandit_3_F"];

//(Array of classnames) Safe headgear (will automatically include civilian headgear classes - useful if faction has randomisation script or to add items that are not used by the faction)
_civilianHeadgear = [];

//(Array of classnames) Safe backpacks (will automatically include civilian backpack classes - useful if faction has randomisation script or to add items that are not used by the faction)
_civilianBackpacks = ["B_FieldPack_blk","B_FieldPack_cbr","B_FieldPack_khk","B_FieldPack_oucamo","G_FieldPack_Medic","B_Carryall_cbr","B_Carryall_khk","B_Carryall_oucamo","B_TacticalPack_blk","B_TacticalPack_rgr","B_TacticalPack_oli","B_Kitbag_cbr","B_Kitbag_rgr","B_Kitbag_sgg","B_Respawn_Sleeping_bag_blue_F","B_Respawn_Sleeping_bag_brown_F","B_Respawn_TentDome_F","B_Respawn_TentA_F","B_Parachute","ACE_NonSteerableParachute","ACE_TacticalLadder_Pack"];

//(Array of classnames) Safe vehicles to drive in (automatically includes vehicles from the civilian factions above).
_civilianVehicleArray = [];

_HMDallowed = false; //(Bool - true or false) Are HMDs (night vision goggles etc.) safe to wear for units pretending to be civilians? Set to false if wearing HMDs will cause suspicion (must be stored in backpack).

_noOffRoad = true; //Civilian vehicles driving more than 50 meters from the nearest road will be considered hostile

//-------------------------Enemy Disguise settings-------------------------
_incogFactions = ["LIB_WEHRMACHT","LEN_SS","LEN_SS_Camo","GEISTWaffenSS"]; //Array of enemy factions whose items and vehicles will allow the player to impersonate the enemy

//(Array of classnames) Safe vests (on top of the specific factions above - useful if faction has randomisation script or to add items that are not used by the faction)
_incognitoVests = [];

//(Array of classnames) Safe uniforms (on top of the specific factions above - useful if faction has randomisation script or to add items that are not used by the faction)
_incognitoUniforms = [];

//(Array of classnames) Safe headgear (will automatically include incog headgear classes - useful if faction has randomisation script or to add items that are not used by the faction)
_incognitoHeadgear = [];

//(Array of classnames) Safe backpacks (will automatically include incog backpack classes - useful if faction has randomisation script or to add items that are not used by the faction)
_incognitoBackpacks = [];

_incogVehArray = []; //(Array of classnames) Additional incognito vehicles (vehicles from the faction above will automatically count)

//-------------------------Civilian recruitment settings-------------------------
/*
By enabling civilian recruitment, undercover can recruit any ambient civilians they see into their group (if their reputation allows / the civvy wants to join).
Civilians will operate under similar restrictions to the player.
You can also dismiss your new teammates and they will leave your group and carry on doing whatever it is they fancy doing (usually sitting cross-legged in the middle of a field).
*/

_civRecruitEnabled = true;          //(Bool - true or false) Set this to false to prevent undercover units from recruiting civilians
_armedCivPercentage = 50;           //(Number - 0 to 100) Max percentage of civilians armed with weapons from the array below, either on their person or in their backpacks (will only work if _civRecruitEnabled is set to true, otherwise this is ignored)

//Weapon classnames for armed civilians (array of classnames)
_civWpnArray = ["Nagant M1895","Mosin-Nagant M9130"];

//Items that civilians may carry
_civItemArray = ["ACE_Cellphone","ACE_Banana","ACE_Flashlight_KSF1","ACE_SpraypaintBlack","itemRadio","ACE_RangeCard","ACE_key_civ","ACE_key_lockpick","ACE_fieldDressing","IEDUrbanSmall_F","IEDUrbanSmall_F"];

//Civilian backpack classes (array of classnames)
_civPackArray = ["B_FieldPack_blk","B_FieldPack_cbr","B_FieldPack_khk","B_FieldPack_oucamo","B_Carryall_cbr"];

 

 

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Hi tourist, it does sound like there's something weird going on with your setup. Also bear in mind that you can be compromised and remembered by enemy forces without the hints changing, so they will see you as a threat even though the hints tell you your disguise is intact. I'm hoping to change this with a UI disguise setting later on but I'm not really Arma'ing much at all right now. Is this the only faction you've tried? I'd suggest making sure vanilla works first if so. If not, all I can suggest is to keep playing and maybe have a go with debug mode on and tell me what you see. 

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On 10.4.2017 at 6:55 PM, Incontinentia said:

Hi tourist, it does sound like there's something weird going on with your setup. Also bear in mind that you can be compromised and remembered by enemy forces without the hints changing, so they will see you as a threat even though the hints tell you your disguise is intact. I'm hoping to change this with a UI disguise setting later on but I'm not really Arma'ing much at all right now. Is this the only faction you've tried? I'd suggest making sure vanilla works first if so. If not, all I can suggest is to keep playing and maybe have a go with debug mode on and tell me what you see. 

Hey man, hows the dev so far? i can tell u still havent update it yet, also i really like ur work on this script truley impressive but im running into struglle where im diguise as an enemy and standing near him ( not really close ) yet if im not moving he kinda shot me, + the detect is really way to much of "sensitive" i guess, hope to hear from ya

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