Garry's Mod

Garry's Mod

Stealth 2.1 (Improved Stealth Mod)
1.223 kommentarer
ObamaGaming For 9 timer siden 
Thank you for acknowledging, tails.

I had the same problem but I think it fixed itself somehow. I installed a player speed changer mod and after that it started working fine, which was very odd.

I suggest you subscribe to the player speed changer mod
Tails For 19 timer siden 
Agree with the comment below this guy, there's maps with shadowy areas and this mod detects them still as a full bright area. I went on gm_construct into a huge completely pitch black area and it started to work there, but whenever I went near the door out of that room, the visibility meter went all the way up. It's pretty much unenjoyable at the state it's in right now. It could be a garry's mod problem, just a guess but it could be an update that caused this. I remember this mod working fine a really long time ago. Either that, or it's a mod on my end. But there's no mods that really change up the lighting in my game. Or the lighting only works good on certain maps, no idea
HeyPal 25. sep. kl. 22:56 
how can i make it compatible to my other npcs?
ObamaGaming 23. sep. kl. 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 21. sep. kl. 11:40 
why do npcs faint randomly? They just fall on the ground and have "stunned stars" on their had:sotfood:
Dr. Doodle >:) 16. sep. kl. 19:10 
[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.
Hidden  [ophavsmand] 14. sep. kl. 11:15 
dih collector 14. sep. kl. 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 14. sep. kl. 7:21 
Kept you waiting,uh
dih collector 7. sep. kl. 18:56 
bro add a radar
Hidden  [ophavsmand] 3. sep. kl. 17:06 
Yep, that's an error, I'll try to fix that.
dih collector 3. sep. kl. 16:33 
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. 30. aug. kl. 10:51 
sounds good, i hope there's at least something that can be done
Hidden  [ophavsmand] 30. aug. kl. 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 30. aug. kl. 9:07 
the mod is broken it doesnt work
big FALSE. 29. aug. kl. 21:03 
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  [ophavsmand] 29. aug. kl. 10:16 
During an alert phase, only breaking line direct of sight works for hiding.
Spark Darkrav 28. aug. kl. 22:32 
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  [ophavsmand] 23. aug. kl. 11:14 
You can turn off all stealth and keep the weapons. This addon doesn't weigh much.
RilerDino 23. aug. kl. 4:45 
Is there a version with just the wepeons?
Hidden  [ophavsmand] 21. aug. kl. 19:01 
Yeah, go for it.
XxxLETMECOOKXxx 21. aug. kl. 16:11 
do i paste my errors here
Hidden  [ophavsmand] 21. aug. kl. 10:19 
Just add the bsmod SWEP to the suppressed list.
Purple 21. aug. kl. 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 19. aug. kl. 13:07 
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  [ophavsmand] 19. aug. kl. 13:02 
Adding a tool to automate that process now...
Electric Kool-Aid 19. aug. kl. 13:01 
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  [ophavsmand] 19. aug. kl. 11:50 
@MintChef You need armor.
Oreo 19. aug. kl. 0:32 
не работает
John Blackops 18. aug. kl. 19:35 
can you make this compatible with nemez combine soldiers?
MintChef 18. aug. kl. 18:37 
ohh you need to have suit enabled, lame.
MintChef 18. aug. kl. 18:34 
the cloak wont work why wont it work i did the thing that makes it allowed in console
Hidden  [ophavsmand] 15. aug. kl. 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  [ophavsmand] 15. aug. kl. 9:07 
Has been for quite some time now.
Sting 15. aug. kl. 8:04 
heyya, i heard u said u would include tacrp support in the next update, is it included now?
Hidden  [ophavsmand] 8. aug. kl. 15:55 
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. aug. kl. 14:45 
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  [ophavsmand] 31. juli kl. 16:42 
It already works that way.
Gordon Duckman 31. juli kl. 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 30. juli kl. 15:19 
Cool addon keep going
Hidden  [ophavsmand] 27. juli kl. 9:49 
Turn on the "override relationship" option.
Shadow 26. juli kl. 21:06 
how can i find a way to make friendly npcs use this mod? doesnt seem to work
Hidden  [ophavsmand] 26. juli kl. 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 26. juli kl. 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 25. juli kl. 12:35 
Can you make that is compatible with weapons for the MW Base weapons by Viper? :melon:
yarfish 23. juli kl. 17:43 
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  [ophavsmand] 23. juli kl. 14:19 
As for BSMod, I'll have to look into how it works under the hood.
Hidden  [ophavsmand] 23. juli kl. 14:16 
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 23. juli kl. 13:10 
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 22. juli kl. 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.