Arma 3
TTS Cloak Demo
72 kommentarer
Nightwolf2112 18. sep. 2021 kl. 22:40 
Having trouble with the ZEN modules. When in a dedicated server environment the scripted version of this reverts to default settings and I can't change them in game. Works locally but the ZEN modules still don't work.

So far testing with the mod version is showing the same results. I dont know but could a recent ZEN update may have screwed this up?
TheTimidShade  [ophavsmand] 25. juni 2021 kl. 15:44 
@♛♋ImAnimate♋♛ Make sure you have set up your settings correctly in your 'init.sqf' file. By default the required uniform & helmet to cloak is a CSAT uniform so change this to an empty string if you want all uniforms to work or add the uniforms/headgear you want into the array.
♛♋ImAnimate♋♛ 25. juni 2021 kl. 5:39 
For me the cloaking only works when it's applied directly from zeus, is this a known bug?
TheTimidShade  [ophavsmand] 26. apr. 2021 kl. 17:05 
@El Phanton Yes, the sounds are from Crisis, why is this sad?
El Phanton 26. apr. 2021 kl. 13:09 
You even copied and pasted the original Crisis sound. Thats sad.
TheTimidShade  [ophavsmand] 11. apr. 2021 kl. 18:55 
@MMBB TheTimidShade#4532

@Suck My Left Nut Could you describe in a bit more detail what the steps you have done to install the script are and what isn't working/what are you trying to do?

@Triada This workshop page is the demo mission of the script, so yes it is a scenario.
Triada 11. apr. 2021 kl. 1:08 
thats not a scenario
¦ Hass 5. apr. 2021 kl. 11:18 
can someone send me a video on how to set this up I've tried following the steps but the script doesn't work
ᴍᴍʙʙ 2. apr. 2021 kl. 0:43 
could you send your discord?
Majestic Iranian Kebab 30. mar. 2021 kl. 1:25 
@TheTimidShade, if you agree, I can even give out the files myself, all rights to the author, i just modified the script to include collision with objects (tested only on dedicated and hosted) and camo being visible with thermal vision(A thing my unit wanted).
TheTimidShade  [ophavsmand] 29. mar. 2021 kl. 15:30 
@Jester I haven't worked on anything for an update yet, I will likely have to wait for a break from uni as my workload is fairly large this semester. If you'd like to add me on Discord I can send you the version @Majestic Iranian Kebab has sent me.
Jester 29. mar. 2021 kl. 12:59 
any update on the progress? my group has made amazing use of your mod and are super excited for the update
Major Stiffy 16. mar. 2021 kl. 13:48 
Fixed collision problem would be awesome.
Majestic Iranian Kebab 14. mar. 2021 kl. 8:14 
Sent the request, and no inconsistency as of now with more than 40 mods
TheTimidShade  [ophavsmand] 13. mar. 2021 kl. 16:03 
@Majestic Iranian Kebab If you want to send me the code go for it but I think I know which parts you changed, I thought it would be too inconsistent in multiplayer. If you have Discord my id is TheTimidShade#4532 otherwise you can add me on Steam and send it that way
Majestic Iranian Kebab 13. mar. 2021 kl. 12:24 
Hey there, tested this script, IT'S FUCKING AWESOME, YOU ARE AWESOME FOR THIS.
Anyway, solved your collision problem by running a part local and another globally, if you wish hit me up here, i can pass you the code. Just one more thing : YOU ARE AWESOME
Major Stiffy 4. mar. 2021 kl. 15:28 
@TheTimidShade excellent! Thanks so much.
TheTimidShade  [ophavsmand] 4. mar. 2021 kl. 14:20 
@Major Stiffy When merging stuff from multiple description files, all you need to do is ensure there arent any duplicate CfgXXX entries, you need to move everything under the same CfgSounds. For this script that just involves adding the #include .... line to the bottom of your CfgSounds but moving all your sounds my CfgSounds will also achieve the same thing

E.g
class CfgSounds
{
class yourSound
{
...
};
#include "scripts/tts_cloak/..."
};
Major Stiffy 4. mar. 2021 kl. 7:36 
That worked :)
Major Stiffy 4. mar. 2021 kl. 7:28 
Going to try just moving all of my sound files into your cfgSounds.hpp.
Major Stiffy 4. mar. 2021 kl. 7:23 
Tried different ways to combine but too noobie. All works in my mission except it can't find your sounds from the cfgSounds.hpp. Thanks!
Major Stiffy 4. mar. 2021 kl. 6:59 
I'm trying to understand how to combine yours into mine. Do you know how to merge/incorporate yours with my arrangement.
https://community.bistudio.com/wiki/Description.ext
Major Stiffy 4. mar. 2021 kl. 6:54 
One more question if you don't mind. I already have several sounds in description.ext set up .... example:
class CfgSounds {
sounds[] = {};
class serverambient {
name="serverambient";
sound[]={sounds\serverambient.ogg, 20, 1, 20};
titles[] = {};
};

Get error because it's defining CfgSounds twice when I add yours.
class CfgSounds
{
sounds[] = {};
#include "scripts\tts_cloak\cfgSounds.hpp"
};

continued...............
TheTimidShade  [ophavsmand] 3. mar. 2021 kl. 21:48 
Thanks, glad it's working for you now, hope your mission goes well :)
Major Stiffy 3. mar. 2021 kl. 18:19 
Whoops, missed the oucamo, just had ocamo. My apologies, I F' up. Thats what happens when you get to be 67 y/o. :) Thanks so much for your patience with me. Awesome mod...much kuddo's.
Major Stiffy 3. mar. 2021 kl. 18:13 
Hi. I did not change the uniform from what is in the init but I did make sure the player was assigned those items of CSAT from the "edit loadout" in the editor. Here is a SS. https://postimg.cc/zL0tS81L
TheTimidShade  [ophavsmand] 3. mar. 2021 kl. 16:18 
@Major Stiffy Have you changed the settings in init.sqf so it's looking no longer looking for a CSAT uniform? The actions will not show up if the unit doesn't have the correct uniform and helmet.
Major Stiffy 3. mar. 2021 kl. 7:07 
All other files/folders exist as downloaded from GitHub and are in the mission folder called cloak_test.VR. When I click play, the initplayerlocal should kick in and work but I still don't get the addAction. If I can at least get this part working I'll move forward with the other things I want to do. I can send you the mission to look at but not sure how to get it to you. I think this mod is exactly what I want for my current mission I'm making and I so appreciate you helping. One more thing I did to remove errors .... in init.sqf I removed //set up vehicle cloaking code.
Major Stiffy 3. mar. 2021 kl. 7:06 
Forget what I want to do for now but just focus on getting it working for me. I launch this in VR in a mission folder called cloak_test.VR using the files downloaded from GitHub. Put in a single unit with no variablename (but of course is player) , remove initserver.sqf (to avoid errors), your mission.sqm removed and replaced by mine, initPlayerLocal.sqf exists and is the same from the download which has [player, 30, 5] spawn tts_cloak_fnc_giveCloak;
TheTimidShade  [ophavsmand] 2. mar. 2021 kl. 18:23 
@Major Stiffy Once you've added the files to your mission you need to give cloak abilities to the desired units using the 'giveCloak' function as described in Step 4 of the setup/use section, if you want cloak abilities to be granted at a certain time you just execute the function in the trigger or however you are completing the task.

In your trigger activation (to add cloak):
if (isServer) then {
[yourUnit, _duration, _cooldown] remoteExec ["tts_cloak_fnc_giveCloak", yourUnit, false];
};

Trigger activation (to remove cloak):
if (isServer) then {
[yourUnit] remoteExec ["tts_cloak_fnc_removeCloak", yourUnit, false];
};
Major Stiffy 2. mar. 2021 kl. 13:29 
I tested it in the editor VR.
Major Stiffy 2. mar. 2021 kl. 7:52 
Also, I don't want the player to have cloak the entire time. I would like him to complete a task in order to get the ability. Help on how that would be achieved? Can I execVM a script to activate it when a task is complete? Can I deactivate it at another task?
Thank you.
Major Stiffy 2. mar. 2021 kl. 7:33 
Great mod. While testing the files from GitHub with a single player in VR, I can not get the addAction to show. It works though in your download mission. Thoughts on what it might be even after following your instructions?
TheTimidShade  [ophavsmand] 15. feb. 2021 kl. 20:55 
@Koger Mod version should be coming within the next few weeks
Koger 15. feb. 2021 kl. 20:52 
Can you make a mod version
Breadologist 14. feb. 2021 kl. 3:24 
Nice, Crysis in arma 3!
TheTimidShade  [ophavsmand] 13. feb. 2021 kl. 23:49 
@Sputnik Monroe Yeah when you setObjectTexture the face, helmet, vest and any carried weapons are still visible.

Cloaked units are hidden in all vision modes, I can't remember if the particles render or not but I don't think refract particles show in thermal so they are completely invisible
Sputnik Monroe 13. feb. 2021 kl. 21:53 
You can make a person's body invisible with setobject texture and I believe it can still be shot. The problem is the head is still visible. There is a gore mod that allows heads to be exploded, how they actually do it is they shrink the head model to an incredibly small size when it's "destroyed", but technically it's still there. I'm just spit balling some ideas out there that might be able to be used to make the cloaked target damagable and not walk through objects.

Do cloaked soldiers appear in thermal imaging if a vehicle or player has it?
TheTimidShade  [ophavsmand] 12. feb. 2021 kl. 20:31 
@OsirisRaptor Please see my response to Jester below, it is possible but there are drawbacks.

If you want enemies to be slightly more visible, you can change line 68 in functions\fn_cloakParticles.sqf from '[[0,0,0,0.7]],' to '[[0,0,0,1]],' and the same on line 106 and it will make the particles slightly less transparent.

OsirisRaptor 12. feb. 2021 kl. 18:42 
Can the active camouflage be applied to clothing (i.e. Viper). I want the enemies to be a little more visible. Like Octocamo a la MSG4.
Miles Away 11. feb. 2021 kl. 21:31 
You crazy bastards actually went and did it.

Congratulations, I remember seeing the threads back on BI forums YEARS ago talking about this.
Jester 11. feb. 2021 kl. 18:47 
ah ok, thank you for the quick reply
TheTimidShade  [ophavsmand] 11. feb. 2021 kl. 18:46 
@Jester It is possible to do the PIP camo on infantry units as well, but imo it doesn't look as good, plus since there is a limit on PIP cameras it would severely limit the amount of units that could use the cloak in a mission
Jester 11. feb. 2021 kl. 18:44 
is there a way to make a player/infantry use the PIP camo as well as increase the camo value of an uniform/vest to simulate cloaking while still allowing the player/ai to get wounded?
Paradox 11. feb. 2021 kl. 11:50 
You could attach the invisible wall to the player and add an "Hit" eventhandler to the wall.

Invisible_wall addEventHandler ["Hit", {player setdamage (getdamage player + 0.1)}];

now every hit on the wall will add 0.1 damage to the player.

If you dont have any solution yet
TheTimidShade  [ophavsmand] 11. feb. 2021 kl. 0:26 
@Alert23 This will not prevent units from passing through walls or allow them to take damage, it will just cause the bullets to hit the invisible wall. I have an idea on how to allow the unit to take damage but still looking for solutions to the walking through walls issue.
Paradox 11. feb. 2021 kl. 0:25 
Try attaching an invisible wall to the cloaked unit, maybe it can fix and prevent the moving through objects
igu@na 10. feb. 2021 kl. 22:17 
I just say... Get To The Choppa! thx for share!
LuizBarros99 10. feb. 2021 kl. 18:59 
oh, so it would then be good to disable cloaking whenever anyone who is cloaked opens fire (or disable "setCaptive" upon opening fire)
TheTimidShade  [ophavsmand] 10. feb. 2021 kl. 18:48 
@LuizBarros99 Units that are cloaked are set to side civilian using the setCaptive command, so they will not be targeted by AI units.