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Re: Stealth harvesters [message #277139 is a reply to message #277077] Sat, 04 August 2007 13:13 Go to previous messageGo to previous message
Yrr is currently offline  Yrr
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Registered: October 2006
Location: Germany
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Goztow wrote on Sat, 04 August 2007 15:07

SWNight wrote on Sat, 04 August 2007 10:46

Yrr wrote on Sat, 04 August 2007 02:33

In multiplayer, vehicles without a driver will never become stealted.


Yeah, so if it does work you'll just have the stealth effect but still see the harvy.

Smth to think about though: on some maps, when PP died, the harv became invisible.

Invisible is not stealthed. And this is a bug in Renegade (which is fixed in Resurrection and worked-around in Custom Scripts).


JasonKnight wrote on Sat, 04 August 2007 16:07

Yrr wrote on Sat, 04 August 2007 02:33

In multiplayer, vehicles without a driver will never become stealted.


so you then add on another script to make it think there is a player in it. Stealth tanks in single player were stealth when they were not shooting. and there is no real player in them.

so i dont see why it couldnt work the same way.


And this is for Server Side mod and yes, modifiying the Objects.ddb is what I am doing while using SSGM

That's why I said multi player - in single player mode vehicles are always cloaked unless they fire.
Additionaly, enabling/disabling/applying stealth is done client-side. It could work to add an AI driver, but I'm not sure wether the harvester will still drive automatically.


 
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