A Quick Question On Stealth
Moderator: Moderators
-
Slime615
- Lieutenant General

- Posts: 704
- Joined: Thu Jan 07, 2010 9:38 am
A Quick Question On Stealth
Ok, quick question?
How do I add a stealth weapon, that is always on, unless a person fires their weapon, then automaticly comes back on after a the weapon has stopped firing?
I need it for my special opps Mod
How do I add a stealth weapon, that is always on, unless a person fires their weapon, then automaticly comes back on after a the weapon has stopped firing?
I need it for my special opps Mod
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: A Quick Question On Stealth
The Bothan Spy has pretty much exactly what you want. I'd look at his odfs.
-
Slime615
- Lieutenant General

- Posts: 704
- Joined: Thu Jan 07, 2010 9:38 am
Re: A Quick Question On Stealth
Ah yes. Exept, i want the unit to always be in stealth, not have a weapon that puts them in it, but to have it as a feature of their armour so to speak.
It is not togable, but automatic, not a weapon.
Any help?
It is not togable, but automatic, not a weapon.
Any help?
- Snork
- Lieutenant General

- Posts: 669
- Joined: Thu Jun 07, 2007 3:34 pm
- xbox live or psn: No gamertag set
- Contact:
Re: A Quick Question On Stealth
I think just giving the texture an alpha channel and hex editting transparency would do it
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: A Quick Question On Stealth
Then it'd always be transparent. I think he wants it so that the unit has stealth on when it spawns, and always has stealth on unless they're in the process of firing a specific weapon. More basically, I think he wants to have the Bothan's stealth auto-fire. I don't think that's possible.
-
[Padawan]Helkaan
- Sith

- Posts: 1444
- Joined: Mon Aug 16, 2010 3:01 pm
- Projects :: Dunno. Maybe making something
Re: A Quick Question On Stealth
I never tested that ingame, but I think this will make the player totally invisible and not transparent. That's what we do when we want to remove a jetpack from a jettrooper for example.Snork wrote:I think just giving the texture an alpha channel and hex editting transparency would do it
edit: Fiodis beat me
- sim-al2
- 2nd Lieutenant

- Posts: 412
- Joined: Mon Jul 06, 2009 10:26 pm
- Projects :: Mapping on occasion
- Location: In the cockpit of some vehicle...
Re: A Quick Question On Stealth
But he still wouldn't have "stealth" in the viewpoint of the AI. Remember that the AI isn't really effected by visual things, i.e. the fog could be set to 1m and they could still head-shot you across the map unless you change their view settings. You need to have the stealth weapon to make the unit actually work.Snork wrote:I think just giving the texture an alpha channel and hex editting transparency would do it
- Snork
- Lieutenant General

- Posts: 669
- Joined: Thu Jun 07, 2007 3:34 pm
- xbox live or psn: No gamertag set
- Contact:
Re: A Quick Question On Stealth
darn :/
- Dakota
- Field Commander

- Posts: 991
- Joined: Mon Dec 06, 2010 8:21 pm
- Projects :: making random weapon assets
- xbox live or psn: PS3 beats xbox
- Location: at a computer desk floating around in space
Re: A Quick Question On Stealth
i am just wondering something, doesn't the ai usally just turn on their stealth anyway near the time they spawn? In the my test map my stealth jet trooper ai always turn on their stealth and then run around, at that point i am just wondering where did those emp blasts come from... thats also the point when i just use the weapon that kills any unit on screen (invisable or not).
errr... my point is that i think the ai have something in their programing that makes them keep their stealth on as much as they can, just make the stealth weapon take no energy and they will usally keep it on as long as they can.
errr... my point is that i think the ai have something in their programing that makes them keep their stealth on as much as they can, just make the stealth weapon take no energy and they will usally keep it on as long as they can.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: A Quick Question On Stealth
i think it is, years ago somebody made a laseraim as secondary weapon that shot all the time.Fiodis wrote:More basically, I think he wants to have the Bothan's stealth auto-fire. I don't think that's possible.
-
Slime615
- Lieutenant General

- Posts: 704
- Joined: Thu Jan 07, 2010 9:38 am
Re: A Quick Question On Stealth
Is there not a way to just apply the effect to the units ODF, using a similar script to haveing the "War Hero" Bonus on legendery? The unit always has rage active on it... I simply want to have the stealth always active on the unit..... the same stealth as the one that the bothan use, that is true, but as a feature of the ODF, not as a weapon....
Since it would be applying the bothan ODF, it would have the same effect as the stalth has (ie not letting enemys see/shoot you)
I was sure you could just add it....
Since it would be applying the bothan ODF, it would have the same effect as the stalth has (ie not letting enemys see/shoot you)
I was sure you could just add it....
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: A Quick Question On Stealth
I did make a laser-aim that shot for quite a while - I suppose by bumping up the duration you could theoretically make it shoot for the entire map session. But then you wouldn't be able to turn it off by firing another weapon. Also, to make it shoot in the first place you would have had to fire it, as opposed to the laser firing itself right after you spawn.DarthD.U.C.K. wrote:i think it is, years ago somebody made a laseraim as secondary weapon that shot all the time.Fiodis wrote:More basically, I think he wants to have the Bothan's stealth auto-fire. I don't think that's possible.
Unfortunately it doesn't work like that. You can add a shield to a unit, and maybe a couple of other things, but you can't just take a weapon and put it into a unit. And with this, you wouldn't be "applying the bothan ODF", you'd be taking lines from a weapon odf and putting them in a unit odf. The Bothan odf itself doesn't have anything to do with stealth.Slime615 wrote:Is there not a way to just apply the effect to the units ODF, using a similar script to haveing the "War Hero" Bonus on legendery? The unit always has rage active on it... I simply want to have the stealth always active on the unit..... the same stealth as the one that the bothan use, that is true, but as a feature of the ODF, not as a weapon....
Since it would be applying the bothan ODF, it would have the same effect as the stalth has (ie not letting enemys see/shoot you)
I was sure you could just add it....
-
Slime615
- Lieutenant General

- Posts: 704
- Joined: Thu Jan 07, 2010 9:38 am
Re: A Quick Question On Stealth
Right ok.
So,
I am trying to make a game mode called "Spec Opps"
It is essencialy, a small hunt, except, that every unit starts stealthed. They only come out of stealth when they fire a weapon, or throw a grenade or swing a sword, and enter again a short time after they stop that action.
The idea is so have a hunt "Hide and Seek"...
Is this not possible?
So,
I am trying to make a game mode called "Spec Opps"
It is essencialy, a small hunt, except, that every unit starts stealthed. They only come out of stealth when they fire a weapon, or throw a grenade or swing a sword, and enter again a short time after they stop that action.
The idea is so have a hunt "Hide and Seek"...
Is this not possible?
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: A Quick Question On Stealth
You're supposed to locate your enemy when they fire at something, and then you briefly come out of stealth to attack them? But then they would have had to have found someone to shoot at in the first place, by seeing their target shoot at something, and that something having shot at something else....
What I'm trying to say is, why would anyone ever shoot at all? They would just give their position away.
I don't think the AI would understand this. I'm having a little trouble, myself.
What I'm trying to say is, why would anyone ever shoot at all? They would just give their position away.
I don't think the AI would understand this. I'm having a little trouble, myself.
Hidden/Spoiler:
-
Slime615
- Lieutenant General

- Posts: 704
- Joined: Thu Jan 07, 2010 9:38 am
Re: A Quick Question On Stealth
hang on.... yeah. I see that flaw.................
Fail..........
Ok. I got it.
Because the stealth fields are not perfect. They flicker occasionaly, especialy when moving....
Fail..........
Ok. I got it.
Because the stealth fields are not perfect. They flicker occasionaly, especialy when moving....
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: A Quick Question On Stealth
thats not the reason, you can disable the flickering
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: A Quick Question On Stealth
I think he wants to have the flickering so that the AI will fire when they see someone moving.DarthD.U.C.K. wrote:thats not the reason, you can disable the flickering
-
Slime615
- Lieutenant General

- Posts: 704
- Joined: Thu Jan 07, 2010 9:38 am
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: A Quick Question On Stealth
Short answer to a long thread: It's not possible to do what you want to do exactly like you want to do it.
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: A Quick Question On Stealth
What's wrong with giving it no energy depletion and telling the AI to always use it?
