Garry's Mod

Garry's Mod

Stealth 2.1 (Improved Stealth Mod)
1,213 Comments
Hidden  [author] 3 Sep @ 5:06pm 
Yep, that's an error, I'll try to fix that.
dih collector 3 Sep @ 4:33pm 
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 true 30 Aug @ 10:51am 
sounds good, i hope there's at least something that can be done
Hidden  [author] 30 Aug @ 9:26am 
@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 30 Aug @ 9:07am 
the mod is broken it doesnt work
big true 29 Aug @ 9:03pm 
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  [author] 29 Aug @ 10:16am 
During an alert phase, only breaking line direct of sight works for hiding.
Spark Darkrav 28 Aug @ 10:32pm 
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  [author] 23 Aug @ 11:14am 
You can turn off all stealth and keep the weapons. This addon doesn't weigh much.
RilerDino 23 Aug @ 4:45am 
Is there a version with just the wepeons?
Hidden  [author] 21 Aug @ 7:01pm 
Yeah, go for it.
XxxLETMECOOKXxx 21 Aug @ 4:11pm 
do i paste my errors here
Hidden  [author] 21 Aug @ 10:19am 
Just add the bsmod SWEP to the suppressed list.
Purple 21 Aug @ 10:16am 
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 19 Aug @ 1:07pm 
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  [author] 19 Aug @ 1:02pm 
Adding a tool to automate that process now...
Electric Kool-Aid 19 Aug @ 1:01pm 
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  [author] 19 Aug @ 11:50am 
@MintChef You need armor.
Oreo 19 Aug @ 12:32am 
не работает
John Blackops 18 Aug @ 7:35pm 
can you make this compatible with nemez combine soldiers?
MintChef 18 Aug @ 6:37pm 
ohh you need to have suit enabled, lame.
MintChef 18 Aug @ 6:34pm 
the cloak wont work why wont it work i did the thing that makes it allowed in console
Hidden  [author] 15 Aug @ 9:11am 
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  [author] 15 Aug @ 9:07am 
Has been for quite some time now.
Sting 15 Aug @ 8:04am 
heyya, i heard u said u would include tacrp support in the next update, is it included now?
Hidden  [author] 8 Aug @ 3:55pm 
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 Aug @ 2:45pm 
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  [author] 31 Jul @ 4:42pm 
It already works that way.
Gordon Duckman 31 Jul @ 12:02pm 
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 30 Jul @ 3:19pm 
Cool addon keep going
Hidden  [author] 27 Jul @ 9:49am 
Turn on the "override relationship" option.
Shadow 26 Jul @ 9:06pm 
how can i find a way to make friendly npcs use this mod? doesnt seem to work
Hidden  [author] 26 Jul @ 8:26am 
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 26 Jul @ 1:53am 
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 25 Jul @ 12:35pm 
Can you make that is compatible with weapons for the MW Base weapons by Viper? :melon:
yarfish 23 Jul @ 5:43pm 
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  [author] 23 Jul @ 2:19pm 
As for BSMod, I'll have to look into how it works under the hood.
Hidden  [author] 23 Jul @ 2:16pm 
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 23 Jul @ 1:10pm 
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 22 Jul @ 11:21am 
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 22 Jul @ 11:04am 
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 22 Jul @ 7:56am 
https://gtm.steamproxy.vip/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.
Hidden  [author] 18 Jul @ 10:05am 
Wait, only MW base guns? With the way the code is structured, any gun would've caused the error. It's caused by not having "stealth_alertondamage" enabled.
Flamingofox3056 17 Jul @ 9:57pm 
I tried normal guns and its fine, but using the MW guns you get the message below (or at least I did)
Flamingofox3056 17 Jul @ 9:56pm 
[Stealth 2.1 (Improved Stealth Mod)] lua/autorun/server/stealth.lua:1314: attempt to call method 'DistToSqr' (a nil value)
1. v - lua/autorun/server/stealth.lua:1314
2. unknown - lua/includes/modules/hook.lua:102
3. FireBullets - [C]:-1
4. Bullets - lua/weapons/mg_base/modules/shared/sh_primaryattack_behaviour.lua:373
5. OnSet - lua/weapons/mg_base/modules/shared/tasks/task_primaryfire.lua:128
6. TrySetTask - lua/weapons/mg_base/modules/shared/sh_tasks.lua:84
7. Think - lua/weapons/mg_base/modules/shared/tasks/task_trigger.lua:42
8. TickTasks - lua/weapons/mg_base/modules/shared/sh_tasks.lua:95
9. unknown - lua/weapons/mg_base/modules/shared/sh_think.lua:17
Flamingofox3056 17 Jul @ 9:25pm 
Thank you so much!
Hidden  [author] 17 Jul @ 7:21pm 
That's an oversight on my part. Hotfix incoming.
Flamingofox3056 17 Jul @ 6:53pm 
so I turned off all my mods, when I shoot a combine I get the following message

[Stealth 2.1 (Improved Stealth Mod)] lua/autorun/server/stealth.lua:1314: attempt to call method 'DistToSqr' (a nil value)
1. v - lua/autorun/server/stealth.lua:1314
2. unknown - lua/includes/modules/hook.lua:102

what does this mean? is it a bug?
Flamingofox3056 17 Jul @ 6:45pm 
I genuinely got no clue what could be causing this, unless it doesnt like modern warfare weaponry?
Flamingofox3056 17 Jul @ 6:44pm 
what does

[Stealth 2.1 (Improved Stealth Mod)] lua/autorun/server/stealth.lua:1314: attempt to compare nil with number
1. v - lua/autorun/server/stealth.lua:1314
2. unknown - lua/includes/modules/hook.lua:102
3. FireBullets - [C]:-1
4. Bullets - lua/weapons/mg_base/modules/shared/sh_primaryattack_behaviour.lua:373
5. OnSet - lua/weapons/mg_base/modules/shared/tasks/task_primaryfire.lua:128
6. TrySetTask - lua/weapons/mg_base/modules/shared/sh_tasks.lua:84
7. unknown - lua/weapons/mg_base/shared.lua:562

mean?