A performance-focused and lightweight solution to stealth in Arma 3.
I noticed that the only real available mod that "solves" this problem, ACSTG AI Cannot See Through Grass, is very... questionable. It spams the server with creation/deletion requests and creates a ton of threads that clog the scheduler, causing massive slowdown especially as time goes on.
This mod aims to solve that problem by using smarter methods to achieve the same goal. Also, it's open source/under the MIT license!
If you value your performance, this mod is for you.
While the end result is similar, the backend is completely different.
ACSTG does a ton of calculations that in my opinion are needless. ACSTG is extremely inefficient. It does a lot of checks that aren't needed, and the o^n2 complexity is huge. ACSTG gets worse for performance as you add more to the inputs - those being the amount of AI or players. Not only is the code inefficient, it creates and deletes objects every single second, regardless of if the player/AI has moved or not.
For example: If you have 10 players attacking a position with around 70 enemy AI, ACSTG will potentially be spawning ~100-700 objects every second depending on how many players are "hidden". These are then being deleted ~1 second after they are being made, resulting in another ~100-700 deletions. It will also create multiple boxes per AI for each player.
HATG works by creating a single box and attaching it to you to prevent the AI from seeing you - not 100m infront of you. These are called "mirrors" due to how they work. These "mirrors" metaphorically reflect the environment around you so the AI doesn't notice you're there. It doesn't matter how many AI there are, there will only be 1 box created per player. This is much better for both the scheduler and network as very few threads and network requests are ever made, compared to ACSTG which could make hundreds every second.
Under the same conditions as the example above, this time with HATG, only 10 objects will be made at most.