Garry's Mod

Garry's Mod

Stealth 2.1 (Improved Stealth Mod)
1,221 条留言
HeyPal 9 月 25 日 下午 10:56 
how can i make it compatible to my other npcs?
ObamaGaming 9 月 23 日 上午 10:15 
Enemies instantly detect me even in pitch darkness. I have no conflicting addons/addons that change NPC relationships. Danger meter doesn't change either. Please help.

I am also getting LUA errors.

[Stealth 2.1 (Improved Stealth Mod)] AddCSLuaFile: Couldn't find 'cl_init.lua'
1. unknown - lua/entities/ent_proxsensor/init.lua:1
[Stealth 2.1 (Improved Stealth Mod)] AddCSLuaFile: Couldn't find 'cl_init.lua'
1. unknown - lua/entities/ent_soundgrenade/init.lua:1
es8ka 9 月 21 日 上午 11:40 
why do npcs faint randomly? They just fall on the ground and have "stunned stars" on their had:sotfood:
Dr. Doodle >:) 9 月 16 日 下午 7:10 
[Improved Stealth Mod] Warning! Trying to net.Send a message 'NPCAlerted' to a non-player!
1. unknown - lua/autorun/server/stealth.lua:201

Enemies start killing each other all the sudden and I'm not sure what causes it.
dih collector 9 月 14 日 上午 7:24 
Yo Kira long time no see can you make a radar for the mod LOL all jokes man no rush but I respect your opinion
Kira Δ 9 月 14 日 上午 7:21 
Kept you waiting,uh
dih collector 9 月 7 日 下午 6:56 
bro add a radar
Hidden  [作者] 9 月 3 日 下午 5:06 
Yep, that's an error, I'll try to fix that.
dih collector 9 月 3 日 下午 4:33 
none of the sliders for the see factors work like if i change the camo brightness or stance values it doesnt do anything i get this error [Stealth 2.1 (Improved Stealth Mod)] lua/autorun/server/stealth.lua:1283: attempt to index a nil value
1. v - lua/autorun/server/stealth.lua:1283
2. unknown - lua/includes/modules/hook.lua:102
big FALSE. 8 月 30 日 上午 10:51 
sounds good, i hope there's at least something that can be done
Hidden  [作者] 8 月 30 日 上午 9:26 
@dih collector You're gonna have to be a lot more specific if you want me to take you seriously.
@big true I'm talking to the creator of NEAD to see if I can improve this mod's performance.
dih collector 8 月 30 日 上午 9:07 
the mod is broken it doesnt work
big FALSE. 8 月 29 日 下午 9:03 
really awesome but it seems to cause a lot of performance issues, this doesn't happen with other stealth mods and also doesn't happen without this on so it's not anything else
Hidden  [作者] 8 月 29 日 上午 10:16 
During an alert phase, only breaking line direct of sight works for hiding.
Spark Darkrav 8 月 28 日 下午 10:32 
for some resone when i spawn a npc and hide in the dark and crap it will always find me, is there a way to fix or is it just skill issues
Hidden  [作者] 8 月 23 日 上午 11:14 
You can turn off all stealth and keep the weapons. This addon doesn't weigh much.
RilerDino 8 月 23 日 上午 4:45 
Is there a version with just the wepeons?
Hidden  [作者] 8 月 21 日 下午 7:01 
Yeah, go for it.
XxxLETMECOOKXxx 8 月 21 日 下午 4:11 
do i paste my errors here
Hidden  [作者] 8 月 21 日 上午 10:19 
Just add the bsmod SWEP to the suppressed list.
Purple 8 月 21 日 上午 10:16 
And when will support be added "BSMOD" Because the animations are beautiful but NPCs register on them even if I do it at the end of the map
Electric Kool-Aid 8 月 19 日 下午 1:07 
oh cool, can there also be a feature that automatically assigns all hostile npcs to the npc list. I keep getting errors about sending an alert to a group and they end up shooting each other
Hidden  [作者] 8 月 19 日 下午 1:02 
Adding a tool to automate that process now...
Electric Kool-Aid 8 月 19 日 下午 1:01 
since the addon no longer reads txts for saving, is there a way to transfer them to the new database except doing it manually?
Hidden  [作者] 8 月 19 日 上午 11:50 
@MintChef You need armor.
Oreo 8 月 19 日 上午 12:32 
не работает
John Blackops 8 月 18 日 下午 7:35 
can you make this compatible with nemez combine soldiers?
MintChef 8 月 18 日 下午 6:37 
ohh you need to have suit enabled, lame.
MintChef 8 月 18 日 下午 6:34 
the cloak wont work why wont it work i did the thing that makes it allowed in console
Hidden  [作者] 8 月 15 日 上午 9:11 
WARNING: the next update will stop using the old text files in garrysmod/data/stealth and instead use gmod's built-in SQL database to store your data.
Hidden  [作者] 8 月 15 日 上午 9:07 
Has been for quite some time now.
Sting 8 月 15 日 上午 8:04 
heyya, i heard u said u would include tacrp support in the next update, is it included now?
Hidden  [作者] 8 月 8 日 下午 3:55 
You're probably playing on a map with no navigation nodes for NPCs. If they can't pathfind to the sound, they won't react to it.
roadfarmer 8 月 8 日 下午 2:45 
enemies dont react to sound i shot a pistol next to a combines head and he didnt care untill i stepped infront of him
Hidden  [作者] 7 月 31 日 下午 4:42 
It already works that way.
Gordon Duckman 7 月 31 日 下午 12:02 
I would like to know if it would be possible eventually to have a way to make attachments to make weapons count as supressed for arc9, I have no idea if it alr does this or if you would like to work on it. Good mod, I like it.
SWEGL 7 月 30 日 下午 3:19 
Cool addon keep going
Hidden  [作者] 7 月 27 日 上午 9:49 
Turn on the "override relationship" option.
Shadow 7 月 26 日 下午 9:06 
how can i find a way to make friendly npcs use this mod? doesnt seem to work
Hidden  [作者] 7 月 26 日 上午 8:26 
You're not supposed to use the model path: When you hover your mouse over a model in the playermodel selection menu, you can see it's name. That's what you use.

Also, for some stupid reason you actually have to die and respawn for the disguise to take effect, even if you're using the enhanced playermodel selector. I'm trying to find a way around this.
StarSpangledSenpai 7 月 26 日 上午 1:53 
hey can you be more clear on the disguises thing since it doesn't work I added the playermodel both path and than also did the playermodel name and guess what it didn't fucking work and yes I put the disquises on so tell me am I doing something fucking wrong?
tanoluciano 7 月 25 日 下午 12:35 
Can you make that is compatible with weapons for the MW Base weapons by Viper? :melon:
yarfish 7 月 23 日 下午 5:43 
this does not work at all, npcs almost ignore sound grenades and they always know where i am, meaning if i hide behind a corner the npc will look into that corner first
Hidden  [作者] 7 月 23 日 下午 2:19 
As for BSMod, I'll have to look into how it works under the hood.
Hidden  [作者] 7 月 23 日 下午 2:16 
I'm working on the MGS sweps update right now, i'm reanimating and retexturing all the weapons, patching bugs and trying to add the book . If you want to change the knockout time of an existing feature, use the command "stealth_sleeptime". If you're making your own mod, there is a convenience function for putting enemies to sleep: stealthmod.MakeSleep(entity target, float sleeptime).
Purple 7 月 23 日 下午 1:10 
Are you planning to update the mod The Weapons of "Metal Gear Solid"? And another question, what parameter in the code is responsible for the knockout time (if it's not a secret)? And in general, when will BSMOD support be added?
Callsign_Ewok 7 月 22 日 上午 11:21 
I experimented some more with just increasing some values in the stealth mod itself, and I think it behaving better. Though I wish they would patrol more and do some of the things, and have some of the features that the other AI mod I put in the comments had, that would be genius.
Callsign_Ewok 7 月 22 日 上午 11:04 
Okay testing it with it disabled. i am now having issues where they will look towards a sound fired near them, but they won't investigate, they aren't patroling nor moving... I am having reduced npc behaviour rather then improved... I think something is interferring or wrong about my mod setup maybe? I got rid of the ai mod I mentioned in my previous comment as an experiment, I may turn the ai the mod back on for improved behaviour. Let me know if you can help me out with any info or testing the combination of the two mods yourself or if you can look at the code for the other one or something.
Callsign_Ewok 7 月 22 日 上午 7:56 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3260678534

Would this "Modified Realistic Combine AI" mod affect anything with stealth mod? I used both Stealth mod and this AI mod together for a long time, this AI mod also affects citizens, rebels as the logic was also applied to them when he modified it.

Would any of it's ai enhancements or features break the stealth mod? I noticed they aren't reacting to sound really and might be not behaving the way they should.