Garry's Mod

Garry's Mod

Stealth 2.1 (Improved Stealth Mod)
1,225 Comments
Sunw5w Oct 9 @ 6:52am 
CTD After kill a combine from behind with melee art 2 hatchet in one hit
0. TraceLine - [C]:-1
1. IsVisible - lua/autorun/client/cl_stealth.lua:567
2. CLcheckLOS - lua/autorun/client/cl_stealth.lua:590
3. v - lua/autorun/client/cl_stealth.lua:727
4. (null) - lua/includes/modules/hook.lua:102
Hidden  [author] Oct 8 @ 12:29pm 
I received many complaints of exactly that issue but i have NEVER been able to reproduce it and i'm out of ideas as to how it even- oh.... camouflage is enabled by default.

It could be that your playermodel color is very different from that of the ground you're standing on. Try setting the camo visibility factor to 0 and increase the other settings to compensate. See what happens.

As for cl_init.lua, i'll patch that.
ObamaGaming Oct 7 @ 11:02am 
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 Oct 7 @ 12:41am 
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 Sep 25 @ 10:56pm 
how can i make it compatible to my other npcs?
ObamaGaming Sep 23 @ 10:15am 
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 Sep 21 @ 11:40am 
why do npcs faint randomly? They just fall on the ground and have "stunned stars" on their had:sotfood:
Dr. Doodle >:) Sep 16 @ 7:10pm 
[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 Sep 14 @ 7:24am 
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 Sep 14 @ 7:21am 
Kept you waiting,uh
dih collector Sep 7 @ 6:56pm 
bro add a radar
Hidden  [author] Sep 3 @ 5:06pm 
Yep, that's an error, I'll try to fix that.
dih collector Sep 3 @ 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 FALSE. Aug 30 @ 10:51am 
sounds good, i hope there's at least something that can be done
Hidden  [author] Aug 30 @ 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 Aug 30 @ 9:07am 
the mod is broken it doesnt work
big FALSE. Aug 29 @ 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] Aug 29 @ 10:16am 
During an alert phase, only breaking line direct of sight works for hiding.
Spark Darkrav Aug 28 @ 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] Aug 23 @ 11:14am 
You can turn off all stealth and keep the weapons. This addon doesn't weigh much.
RilerDino Aug 23 @ 4:45am 
Is there a version with just the wepeons?
Hidden  [author] Aug 21 @ 7:01pm 
Yeah, go for it.
XxxLETMECOOKXxx Aug 21 @ 4:11pm 
do i paste my errors here
Hidden  [author] Aug 21 @ 10:19am 
Just add the bsmod SWEP to the suppressed list.
Purple Aug 21 @ 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 Aug 19 @ 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] Aug 19 @ 1:02pm 
Adding a tool to automate that process now...
Electric Kool-Aid Aug 19 @ 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] Aug 19 @ 11:50am 
@MintChef You need armor.
Oreo Aug 19 @ 12:32am 
не работает
John Blackops Aug 18 @ 7:35pm 
can you make this compatible with nemez combine soldiers?
MintChef Aug 18 @ 6:37pm 
ohh you need to have suit enabled, lame.
MintChef Aug 18 @ 6:34pm 
the cloak wont work why wont it work i did the thing that makes it allowed in console
Hidden  [author] Aug 15 @ 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] Aug 15 @ 9:07am 
Has been for quite some time now.
Sting Aug 15 @ 8:04am 
heyya, i heard u said u would include tacrp support in the next update, is it included now?
Hidden  [author] Aug 8 @ 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 Aug 8 @ 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] Jul 31 @ 4:42pm 
It already works that way.
Strange Gordon Duckman Jul 31 @ 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 Jul 30 @ 3:19pm 
Cool addon keep going
Hidden  [author] Jul 27 @ 9:49am 
Turn on the "override relationship" option.
Shadow Jul 26 @ 9:06pm 
how can i find a way to make friendly npcs use this mod? doesnt seem to work
Hidden  [author] Jul 26 @ 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 Jul 26 @ 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 Jul 25 @ 12:35pm 
Can you make that is compatible with weapons for the MW Base weapons by Viper? :melon:
yarfish Jul 23 @ 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] Jul 23 @ 2:19pm 
As for BSMod, I'll have to look into how it works under the hood.
Hidden  [author] Jul 23 @ 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).