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Stealth Problems

Posted: Sun Apr 21, 2013 3:13 pm
by Dakota
I've customized the stock stealth odf and it seems to work great and all until you get to multiplayer. In multiplayer the host can't see people using stealth but others can see him when he uses stealth. You see the balance problem here?

I was wondering if anyone had an explanation or a fix to this problem.

Here is my ODF. its in the side's odf folder not common.
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "invisibility"

[Properties]
Label = "Invisibility Field"

GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_stealth"

AnimationBank = "tool"

//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"

//RoundsPerClip = "32"
ReloadTime = "0.0"

HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"

InitialEnergyDrain = "0.0"
EnergyDrain = "0.0"
//EnergyDrainRate = "20.0"
InitialSalvoDelay = "0.0"

InvisibilityTrigger = "Toggle"
InvisibilityPersistTime = "2.5"
InvisibilityMax = "1.0"
InvisibilityMin = "1.0"
SpeedForInvisibilityMax = "10.0" // normal run
SpeedForInvisibilityMin = "15.0" // full sprint
InvisibilityIncRate = "0.5"
InvisibilityDecRate = "0.5"
FlickerAmplitude = "0.0" // decrease invisibility by 0.5
FlickerTimeMin = "999999999.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "9999999999.0"

//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock

//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"

//FirePointName = "hp_fire"

ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"

OffhandWeapon = 0
InstantPlayFireAnim = 1
TriggerSingle = "1"

LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"

RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"

FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""

//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1

//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2

//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3

//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4

Re: Stealth Problems

Posted: Sun Apr 21, 2013 3:47 pm
by kinetosimpetus
What type of mod is this being used in?

Re: Stealth Problems

Posted: Sun Apr 21, 2013 4:13 pm
by Dakota
Its being used in an era mod. The era mod is put on both stock and mod maps, but this issue has been around since before I added it to mod maps.

Re: Stealth Problems

Posted: Sun Apr 21, 2013 4:31 pm
by kinetosimpetus
Are the clients running the same version?

Re: Stealth Problems

Posted: Sun Apr 21, 2013 4:37 pm
by Dakota
yes. this has been tested on LAN and online. (the room i'm in has 3 computers, my brother, cousin, and I were playing and witnessed it happen every time we used stealth).