Arma 3
MRB Vehicle Visibility
28 Comments
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 21 Dec, 2024 @ 9:10am 
@azqkun CF_BAI is likely the trouble making mod there. You said it yourself with soft locking detection. It straights up increase the view distance than what Vanilla Campaign intends for. I've used it myself and it broke missions when AI engages at those "realistic view distances". LAMBS might also be cause issues for you later breaking waypoints down the line. Might take a look at the mods I use to play Vanilla without breaking anything here instead: https://steamoss.com/sharedfiles/filedetails/?id=2415922767
burns  [author] 21 Dec, 2024 @ 5:14am 
@azqkun: I'm having a hard time imagining how this mod would cause the described issue. All underlying ArmA Engine Features (i.e. commands that AI receive) are left untouched. The only thing this mod does, is removing the radio lines for everything (i.e. Two, Move to HE11, Three engage enemy at 11'o clock, etc.)

You could check if the issue persists with one of the three other mods you mentioned. I only know LAMBS, and that one changes alot of the underlying processes (by bringing it's own AI behaviour .fsm files, iirc)
azqkun 20 Dec, 2024 @ 4:33pm 
Reporting:
While installed with LAMBS series and/or CF_bai and/or Real Engine (I didn't end up checking exact troublingmaking mod), the mod causes softlock in Radio Silence mission of East Wind in the way right at the start enemies instatly detect allied forces, resulting into failed objectives, some nato forces afking and some engaging.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 14 Jun, 2024 @ 9:31am 
Nice to know. :jake::steamthumbsup:
burns  [author] 14 Jun, 2024 @ 8:41am 
@Marc: That's mostly an oversight by mission makers not anticipating someone nosing around in "their" staging areas. A simple scripting command could remedy this: https://community.bistudio.com/wiki/hideObject
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 4 Jun, 2024 @ 12:45pm 
*Aside from performance issues, this mod causes weird bugs in missions when units (that are scripted to spawn - like in an ambush or wave assault) are shown frozen in time instead of being invisible in scripted missions. So you end up seeing jets frozen in the air (MRB Air Visibility) or Tanks frozen in time (MRB Vehicle Visibility) which is very jarring lol.
Green-Bread 2 May, 2023 @ 5:38am 
I can't seem to see enemy radar as well as missile launchers (vanilla ones) Is that a bug?
OrkunHub 22 Mar, 2023 @ 9:20am 
All good dude! Thanks for the fast replay! :steamthumbsup:
burns  [author] 22 Mar, 2023 @ 9:05am 
I'm not a fan of repacks, i´d welcome you abstain from the idea.
But i do wish you and your loved ones all the best =)
OrkunHub 21 Mar, 2023 @ 10:28am 
Hey dude howdy?! I hope you are having a great week! Was wondering I could re-pack this mod and air-boat version into my units core mod? Of course with the peoper links/credits given to you!
happyguy564 22 Aug, 2022 @ 11:45am 
Will this work on PiP?
Darth Siffmaul 18 Mar, 2021 @ 8:32pm 
@Wiley Really? Just read the description...

FAQ:
Q: Is this client side only?
A: Yes it is.
Wiley 3 Sep, 2020 @ 10:36am 
is this client side or server side or both good sir?
pvttunt 29 Sep, 2018 @ 3:28am 
Is there a possible way for a module that only enables the system for synced vehicles?
SoulTechnology 23 Apr, 2018 @ 11:21am 
YAY. was just thinking about sea vehicles. epeshally with some of the mods that roll around for them. statics was onyl asking cus again, mods, some fo the statics you may get are kinda huge.
burns  [author] 23 Apr, 2018 @ 5:44am 
No problem. Will do a seperate one for sea based vehicles in addition to the static weapons one.
Aristine 22 Apr, 2018 @ 9:29pm 
Great mod! Do you think you could add boats/ships to this as well? It would be extremely helpful.
burns  [author] 19 Apr, 2018 @ 5:46am 
A: Static Weapons are´nt affected, but i´m looking into making another addon for it.

A: In theory yes. As long as the modded vehicles inherit from the base classes that i changed in this addon, namely Tank_F & Car_F and/or any of their inheritors (which prolly everyone does), everything will work fine. Also the modded vehicles cannot have featuretype = 0 in their configs, as that would revert the changes inherited from said base classes (chances for that to happen are very low tho).
SoulTechnology 18 Apr, 2018 @ 5:59pm 
dunno if you just asnwered one of my questions or not Basic_Instinct.
Q: Does this affect static turrets?
Q: Does this affect modded vics(and turrets)?
Basic_Instinct 19 Mar, 2018 @ 1:35pm 
Titan range is still limited by Object view distance. Totally stupid devs
claus 10 Jul, 2017 @ 7:52pm 
this is only good for flying CAS, beware if you are a tanker, you will have an unfair advantage and most of the time if you fire at a vec in the distance you wont see if there is a building in the way.
PumbaWoo 27 May, 2017 @ 7:47pm 
TOO COOL
ŦHË ǤÄMËⱤ ǤŮƔ 27 May, 2017 @ 4:45pm 
This should be default in this game... nice work.
Forge 25 May, 2017 @ 5:29pm 
HOLY CRAP YOU DID MAKE IT!!!
Lakarak 24 May, 2017 @ 11:41am 
yes
FuzzyLiama 22 May, 2017 @ 11:45pm 
Nice
Blade45 22 May, 2017 @ 12:08pm 
Thank you! This solves the problem of not being able to lock onto vehicles from range in the new JETS DLC! Now I can actually use my shiny new Black Wasp II
Ashenfell 22 May, 2017 @ 11:21am 
Now i can see what hits me. O:O. Cool Thing is now i can lock Targets over i bigger Distance too. Unlucky AI. Great Work.