published · approved · 23.6 KiB
Workshop mod by olmotje
MCF - Stealth Arma Reforger Mod
AI notices you over time instead of at once: stance, light, movement and noise decide how fast. Early version.
6C2D5B13E4F96A21
Ranking
Popular#778771.6Falling#180668.0
3Serversrunning this mod
0Observed players nowon servers reporting this mod
124Estimated player-hours (7d)7-day data
DeploymentTop 22%77.8ahead of 78% of tracked mods by servers running it
ActivityTop 38%62.4ahead of 62% of tracked mods by play on those servers
Popularity71.6deployment and activity combined
How those 3 installs happen67% traced
- Not identified as a dependency2
- Unknown1
Last 30 days
3 latest4 peak, 8 Nov1 low, 2 Nov
Servers reporting the mod in each hourly observation. Covers 6 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 2 Nov | 1 | 1 | 1 | 2 |
| 3 Nov | 2 | 3 | 1 | 24 |
| 4 Nov | 2 | 3 | 2 | 24 |
| 5 Nov | 2 | 3 | 2 | 24 |
| 6 Nov | 2 | 3 | 2 | 24 |
| 7 Nov | 3 | 3 | 3 | 24 |
| 8 Nov | 3 | 4 | 3 | 21 |
| 9 Nov | 3 | 3 | 3 | 1 |
0 latest8 peak, 5 Nov0 low, 2 Nov
Sampled player counts on servers reporting the mod; not unique players. Covers 6 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 2 Nov | 0 | 0 | 0 | 2 |
| 3 Nov | 0 | 2 | 0 | 24 |
| 4 Nov | 0 | 3 | 0 | 24 |
| 5 Nov | 1 | 8 | 0 | 24 |
| 6 Nov | 0 | 2 | 0 | 24 |
| 7 Nov | 1 | 2 | 0 | 24 |
| 8 Nov | 1 | 7 | 0 | 21 |
| 9 Nov | 0 | 0 | 0 | 1 |
Calculated Nov 9, 2026, 12:15 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
AI notices you over time instead of at once: stance, light, movement and noise decide how fast. Early version.
Official Workshop description
MILSIM CREATOR FRAMEWORK - STEALTH MODULE
EARLY VERSION - the rules run and have been checked on a server without
players. Nobody has sneaked past a real patrol with it yet.
In vanilla an AI soldier that sees you a little is on you. Here it has to make up
its mind. You give off two numbers, what the eye gets and what the ear gets (0 to
100). Every AI near you keeps its own awareness of you and vanilla's combat only
gets you when it reaches 100.
WHAT YOU GET
- Two bars for the player, worked out on the server twice a second: the eye
(vanilla's own visibility, which already counts stance and light, times how
fast you move) and the ear (movement, stance and the ground you walk on).
Sprinting in a vehicle counts as running.
- Awareness per AI per player. It rises while the AI sees you and when it hears
you inside a range that depends on your noise; it falls when it loses you. A
bullet past an AI or a hit is 100. A shot heard raises the whole group to
"investigate".
- Bands: nothing, "hm?", investigating, alert, then combat. Between "hm?" and
alert the group is told there is something and goes to look; at 100 it fights.
- It only concerns a player's character. AI against AI stays vanilla.
- Two small bars on the player's screen, an eye and an ear, bottom left. A third
piece, an eye in the middle of the screen that fills when someone notices you,
is available and OFF by default (setting noticeEye). Only the band is sent to
the client, never the number.
- Other modules can change your bars through Core's modifiers (stealth.visual and
stealth.audio), for example a perk. Stealth does not name any other MCF module.
ZOMBIES AND OTHER AI MODS
Some mods (Bacon Zombies is the one this was written for) run their own behaviour
and never ask vanilla who to shoot. Stealth finds such a man by behaviour, not by
name: one that has not used vanilla's target pick for ten seconds. Nothing is gated
for him; instead his perception factor is set from the nearest player's bars and
distance, and put back when nobody is near. It is coarser than the bands above.
If your zombie mod sets that factor itself, Stealth overwrites it while a player
is in range.
FOR SERVER OWNERS
- One settings file, written with defaults on first start:
$profile:MCF/stealth/settings.json. Switches: enabled, gate, fallback, hudBars,
noticeEye. Then reach (radius, tick), the bar values, the awareness rates, the
fallback numbers and the HUD place. A value out of range is corrected for the
run and logged.
- Log lines start with [MCF-ST].
- Switch gate off, or enabled off, and vanilla behaviour is back after a restart.
MEASURED, AND NOT
- Checked on a dedicated server with no players: the bar maths, the awareness
rise and fall, the three places where vanilla's target pick is gated, the
fallback for an AI with its own brain (with a switched-off vanilla man), and the
cost of a tick.
- The rate at which an AI gains awareness at 150 m was measured on the probe.
- NOT tested with players: the bars drawn on screen and whether they overlap the
stance or stamina icons (move them with hudLeft and hudBottom), a walking
player's movement classes, the surface factor, a real player as a target, a group
of three or more, a vehicle, 30 players with 150 AI (the cost), and Bacon
Zombies itself, which was not loaded on the probe.
- The numbers are first guesses. Feel these first: visStill (a man standing still
shows 55 to the eye), audioRange (40 m at a noise of 100), radius (also the
longest distance a fight can start from) and decay.
KNOWN LIMITS
- The numbers are not tuned.
- The fallback for zombie mods is coarse: perception is scaled, not gated.
- Needs a connected player to see anything. In a mission with no players it does
nothing.
DEPENDENCIES
- Milsim Creator Framework - Core
(Works beside MCF Character: a stealth perk can plug in through Core, nothing is
needed.)
Servers running this mod
33 currently listed servers report MCF - Stealth in its mod list. Showing the 3 with the most players.
- CIA-SAC Training ServerOnline · #AR-Editor_Mission_GM_Arland_Name0 / 20players
- ELPOOPOOnline · GameMaster Ruha0 / 10players
- MCF Test ServerOnline · #AR-Editor_Mission_GM_Eden_Name0 / 32players
Versions
50.0.5Game 1.9.0.37 · 23.6 KiB · Nov 6, 2026
Dependencies: 1Scenarios: 0PublishedApproved
No changelog text is available for this version.
config.json entry
{
"modId": "6C2D5B13E4F96A21",
"name": "MCF - Stealth",
"version": "0.0.5"
}Use MCF - Stealth on your server
Add MCF - Stealth to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.
Fetch this mod from the API
The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.
GET https://api.reforgermods.net/v2/mods/6C2D5B13E4F96A21
GET https://api.reforgermods.net/v2/mods/6C2D5B13E4F96A21/versionsData is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.