Task Force Legion systems  ·  Public beta

TFL - Dynamic Concealment

Camouflage should matter.

A terrain-first AI visibility system for Arma 3. Your worn uniform profile, terrain, vegetation, stance, movement, weather and recent weapon fire influence how easily AI can detect you.

AvailableCBA requiredServer focused

Field guide

See it in action. Know what matters.

Explore Dynamic Concealment in action, then review the key factors that determine how visible a unit is to AI.

01

Terrain match

Roads, urban areas, woodland, jungle, desert and snow are detected to establish the environment baseline.

02

Uniform, not inventory

The worn uniform profile and Bright or Dark modifier matter. Carried gear does not affect concealment. Version 0.8.3 includes 7,684 classified uniform classnames.

03

Exposure changes

Vegetation, stance, movement, weather, lighting and nearby-enemy pressure continuously modify visibility.

04

Fire reveals

Recent suppressed, unsuppressed and launcher fire adds a configurable visibility penalty. Ghillie suitability is evaluated separately.

How it works

One native trait. Several inputs.

01Terrain + worn uniform

The detected environment is compared with the unit’s worn uniform profile. Carried inventory is not evaluated.

02Cover + exposure

Nearby vegetation can provide layered cover, while roads increase exposure.

03Posture + conditions

Stance, movement, weather, lighting and Bright or Dark appearance modifiers adjust visibility.

04Combat pressure

Nearby enemies, recent weapon fire and ghillie suitability complete the calculation.

Deployment profile

Native, local and compatible.

Dynamic Concealment adjusts Arma’s native camouflageCoef on the machine that owns each unit. Clients handle their player; the server or headless client handles its local AI. It works alongside LAMBS, VCOM and similar behaviour mods.

Requirement
CBA_A3
Default scope
Players + playable AI
Update rate
12 per minute
Uniform coverage
7,684 classified
AI architecture
No behaviour rewrite

Recommended baseline

Conservative defaults for co-op.

ScopePlayers + playable AI
All AIOff
Update rate12 / minute
Placed vegetationOff
Overlay syncOff
Runtime changesNo restart

Performance and optimisation

Lightweight by default. Scalable when needed.

The default configuration is deliberately conservative for organised co-op. Expand scope only when the mission requires it, and keep diagnostic work out of normal play.

  • Leave all-AI scope disabledEnable it only when non-playable AI must receive concealment updates.
  • Keep placed-foliage scans offUse them only when editor-placed vegetation must count as cover.
  • Use selected-player scopeLimit processing to exact roles, classnames or Steam UIDs for specialist missions.
  • Reduce the update rate when neededTwelve updates per minute is the default; large operations can run lower.
  • Disable debug overlays and syncEnable telemetry only while diagnosing or tuning the system.