nasanhak wrote:
There's a chance for the soldier to see you that is calculated every update.
edit:Assets\tpp\pack\location\afgh\pack_common\afgh_common_fpkd\Assets\tpp\level\location\afgh\block_common has a lot of interesting things that sound like they should modify the effects of camo index. afgh_common_terrainMaterial.fox2 has collisionMaterialName properties with values that assign materials under the entity class GeoxTextureMaterialRegister. So for searching for what the material is assigned to like I mentioned further down you'd just preface the material with MTR_ (MTR_TURF_A). The properties under entity class ObjectBrushPluginBushDataElement in afgh_common_objectBrush.fox2 are also pretty interesting. camoufDensity, camofRadius, camofHeight properties may have something to do with the bushDensityThresold value in Soldier2ParameterTables.lua.
/edit
The special suit properties are probably all exe stuff like you were saying though. The most convincing part being what you said about an exe patch fixing sneak suit step noise. I've tried diving into different suit fpkd files before but didn't see anything that seemed connected to abilities. Those files seem to be mostly for handling the player model. I may as well share what I researched about the player camo file awhile back. I'm pretty confident about the material and fatigue names being accurate. You can look up the material name (MTR_IRON_A) in the location fpkd files to see what objects have been assigned it, and then check the texture files to see what it looks like. The unused materials in the camo file seem to mostly be small shit not worth bothering with anyway (tents, buckets, stuff like that). The material name order was acquired from RecoilMaterialTable.lua. EVA outfit is one of the greenery/desert mix camo types between PANTHER and C23.
Code:
|player2_camouf_param.lua| -- 78 table entries
this.fieldClothings={--o50050_sequence.lua
PlayerCamoType.OLIVEDRAB,
PlayerCamoType.SPLITTER,
PlayerCamoType.SQUARE,
PlayerCamoType.TIGERSTRIPE,
PlayerCamoType.GOLDTIGER,
PlayerCamoType.FOXTROT,
PlayerCamoType.WOODLAND,
PlayerCamoType.WETWORK,
PlayerCamoType.ARBANGRAY,
PlayerCamoType.ARBANBLUE,
PlayerCamoType.SANDSTORM,
PlayerCamoType.BLACK,
PlayerCamoType.MGS3,
PlayerCamoType.PANTHER,
PlayerCamoType.C23,--table 37
PlayerCamoType.C24,
PlayerCamoType.C27,
PlayerCamoType.C29,
PlayerCamoType.C30,
PlayerCamoType.C35,
PlayerCamoType.C38,
PlayerCamoType.C39,
PlayerCamoType.C42,
PlayerCamoType.C46,
PlayerCamoType.C49,
PlayerCamoType.C52,
PlayerCamoType.C16,--table 49
PlayerCamoType.C17,
PlayerCamoType.C18,
PlayerCamoType.C19,
PlayerCamoType.C20,
PlayerCamoType.C22,
PlayerCamoType.C25,
PlayerCamoType.C26,
PlayerCamoType.C28,
PlayerCamoType.C31,
PlayerCamoType.C32,
PlayerCamoType.C33,
PlayerCamoType.C36,
PlayerCamoType.C37,
PlayerCamoType.C40,
PlayerCamoType.C41,
PlayerCamoType.C43,
PlayerCamoType.C44,
PlayerCamoType.C45,
PlayerCamoType.C47,
PlayerCamoType.C48,
PlayerCamoType.C50,
PlayerCamoType.C51,
PlayerCamoType.C53,
PlayerCamoType.C54,
PlayerCamoType.C55,
PlayerCamoType.C56,
PlayerCamoType.C57,
PlayerCamoType.C58,
PlayerCamoType.C59,
PlayerCamoType.C60,
}
-- /U==urban /D==desert /W==swamp/farmland /R==redsoil /M==mountain/rocky /G==greenery
{--82 materials
0,--IRON_A /U
0,--IRON_B /U
0,--IRON_C
0,--IRON_D
0,--IRON_E /U
0,--IRON_F /U
0,--IRON_G /U
0,--IRON_M /U
0,--IRON_N /U
0,--IRON_W /U
0,--PIPE_A /U
0,--PIPE_B /U
0,--PIPE_S /U
0,--TIN_A
0,--FENC_A /U
0,--FENC_B /U
0,--FENC_F /U
0,--CONC_A /U
0,--CONC_B /U
0,--BRIC_A
0,--PLAS_A
0,--PLAS_B
0,--PLAS_W
0,--PAPE_A
0,--PAPE_B
0,--PAPE_C /U
0,--PAPE_D
0,--RUBB_A /U
0,--RUBB_B /U
0,--CLOT_A
0,--CLOT_B
0,--CLOT_C
0,--CLOT_D /U
0,--CLOT_E /U
0,--GLAS_A
0,--GLAS_B
0,--GLAS_C
0,--VINL_A
0,--VINL_W
0,--TILE_A /U
0,--TLRF_A
0,--ALRM_A
0,--COPS_A
0,--COPS_B
0,--BRIR_A
0,--BLOD_A
0,--SOIL_A /D
0,--SOIL_B /D
0,--SOIL_C /W
0,--SOIL_D /W
0,--SOIL_E /W
0,--SOIL_F
0,--SOIL_G /R
0,--SOIL_H /W
0,--SOIL_R /D
0,--SOIL_W /M
0,--GRAV_A /D
0,--SAND_A /D
0,--SAND_B /D
0,--SAND_C /D
50,--LEAF /G
0,--RLEF
0,--RLEF_B
50,--WOOD_A /G
50,--WOOD_B /G
50,--WOOD_C /G
50,--WOOD_D /G
50,--WOOD_G /G
50,--WOOD_M /G
50,--WOOD_W /G
0,--FWOD_A
50,--PLNT_A /G
0,--ROCK_A /M
0,--ROCK_B /M
0,--ROCK_P
50,--MOSS_A /G
50,--TURF_A /G
0,--WATE_A
0,--WATE_B /W
0,--WATE_C
0,--AIR_A
0--NONE_A
},