Garry's Mod

Garry's Mod

Improved Stealth Mod
Showing 11-20 of 25 entries
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Update: 8 Feb, 2016 @ 7:19pm

- You can now press USE on corpses to drag them around. It only works with enemies affected by this mod. You need Keep Corpses or KC Override.
- Changed the way that luminocity is calculated. Now it should work with dynamic lights (Light Tool). However, it still doesn't work with lamps.
- Enemy detection cone now depends on the eye angles, not the npc forward angle.
- Reduced hud modes now include the alertness indicator.

Update: 7 Feb, 2016 @ 9:41am

- Fixed player keeping increased visibility after firing a weapon.

Update: 5 Feb, 2016 @ 6:13am

- Fixed incorrect convar description.

Update: 4 Feb, 2016 @ 2:02pm

- Fixed minor error with a misspelled variable

Update: 4 Feb, 2016 @ 12:09pm

- Settings panel is now separated in Client Settings and Server Settings.
- "stealth_drawbar" now can take values from 0 to 4, and it changes the HUD mode (0 is disabled).
- You can now hide from NPCs behind physics props (thanks to AaronTheSnob).

Update: 3 Feb, 2016 @ 9:17pm

- Fixed error with explosive weapons

Update: 3 Feb, 2016 @ 2:17pm

- Enemies will move to investigate dead bodies. You need "Keep corpses" for it to work. This won't work with Gibmod (yet)
- New server ConVar: stealth_keepcorpses. Enable it to create server corpses even if "Keep Corpses" is off. However, this will make them spawn in T pose.
- New Server ConVar: stealth_maxcorpses. Default is 10. Only corpses created with this mod enabled will be count.
- After enemies finish investigating something, they will return to their original position.
- Enemies now see you through fences (Thanks AaronTheSnob)
- HUD elements will hide if cl_drawhud is 0 or the camera is equipped.
- Music will fade out if player dies or all alerted enemies are killed.
- New HUD! Now it shows:
____Visibility (like the old one)
____Enemy alertness
____When you're inside the field of view of an enemy
____Danger of being seen by the nearest enemy
____Where is the nearest enemy looking at you
- Hud position can be changed with "stealth_hudx" and "stealth_hudy"
- Added clientside global table to create custom HUD mods. These are the variables:
____stealthmod.enablehud: (1 or 0) Enables or disables the default HUD.
____stealthmod.luminocity: (0 to 255) Stores current light level of LocalPlayer()
____stealthmod.alertdanger: (0 to 255) Stores current alert danger of LocalPlayer()

Update: 30 Jan, 2016 @ 5:52pm

- Ranges were slightly increased
- Now enemies only detect you by sight. When they hear footsteps or gunshots, they move to investigate.
- Enemies will move to investigate at your position if you shoot them from any distance.
- Enemies will come closer to the player before getting alerted if he is too far.
- Settings panel will now show default values when you reset them.
- Enemies will stop chasing a player if he dies. This will also stop the music.
- Alert sound only plays once if multiple enemies detect you at the same time.
- Alert sound volume decreased.
- Having your flashlight on will increase your visibility.
- Shooting will increase your visibility.

Update: 28 Jan, 2016 @ 5:24pm

- Fixed a conflict of filenames with another mod.

Update: 28 Jan, 2016 @ 3:09pm

- Added (optional) Metal Gear Solid alert music. Can be toggled with stealth_enablemusic.
- Now the alert sound is played clientside, only for the detected player. Alert effects are also clientside, but everyone can see them.
- stealth_enablefx and stealth_enablesound are now clientside convars.