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Stealth for Arma 3

This is an experimental mod that attempted to modify the AI behavior and improve stealth aspects of Arma 3. It is written as a scenario script that can be integrated into a mission. Due to the limitations of Arma 3 scripting, namely the performance costs of frame-to-frame execution and the lack of low-level AI control, which led to improper design decisions, I decided to stop working on this project.

Features

  • Custom spotting and hearing
  • Adjustable gun and explosion sound range
  • Adjustable time to lose a target
  • Camouflage affected by player's stance
  • Multiplayer compatibility *

Installation

Arma 3 version 2.18 or later is required.

To install the mod, download this repository, and move the files into a mission directory:

C:\Users\USERNAME\Documents\Arma 3\missions\MISSION_DIRECTORY

Configuration

To setup a stealth unit, put this line into the unit's Init field in the Eden editor:

this setVariable ["STMOD_stealthFlag", true];

To setup enemy units, call this function from initServer.sqf:

opfor call STMOD_fnc_setupEnemy; //For a side
groupName call STMOD_fnc_setupEnemy; //For a single group

It is best to split enemy units into small groups of 1 to 3 units.

Configuration variables are located in Functions\Init\initSettings.sqf and in define.hpp.

Issues

  1. AI-controlled stealth squadmates in multiplayer are not supported. To avoid issues, do not add the STMOD_stealthFlag to any friendly AI units in multiplayer scenarios. Or disable AI for all playable characters by adding disabledAI=1; in Description.ext file.

  2. On a listen server, the hosting player (admin) should avoid exiting the game and switching units. If the admin needs to switch a unit, restart the game.

(The cause of issues 1 and 2 is that the mod currently cannot handle locality changes of stealth units.)

  1. (May not apply anymore.) The ignoreTarget command causes freezing when used on a player in a vehicle. This issue has been temporarily resolved by repeatedly calling the forgetTarget command. While not ideal, it produces a similar effect.

  2. Grenade explosions are sometimes not registered by the event handler on the server.

  3. Silenced weapons don't trigger firedMan event on a listen server if the unit is far from the hosting player.

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An experimental AI mod for Arma 3.

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