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Its a common sense stealth mechanic. Crouch + stealth skill = less sight/hearing.
Wish it was vanilla! Good job
🛑 Culprit Mods:
Improved Stealth v2
Random Airdrops
💥 Error Summary:
The crash originates from a Lua error related to the OnWorldSound event:
function: OnWorldSound -- file: b42Sneak.lua line # 312 | MOD: Improved Stealth v2
function: SpawnAirdrop -- file: airdrop_server.lua line # 626 | MOD: Random Airdrops
And the key Java runtime error:
RuntimeException: Object tried to call nil in OnWorldSound at KahluaUtil.fail
This means the Improved Stealth mod tried to call a function or value that doesn’t exist, possibly because Random Airdrops tried to spawn something that stealth mechanics couldn't properly handle (e.g. spawning NPCs or vehicles that generate sound events).
🧠 Additional Notes:
This is likely due to an unhandled nil value being passed into a sound-related function, possibly caused by a botched airdrop spawn.
I am talking about the most popular mods on the server with NPCs
[B42] Knox Event Expanded NPC mod and Bandits from the developer Slayer
Or does it just set it to crawl radius?
Wanted to report you this, i dont have any error to show, but if you use both and test this above you will see i'm not lying.
Cheers.
Secondly, there is any update on the icon/moodle that you were working, trying to implement according to your past statements? If not, there is any chance you make this compatible with the Moddle Framework B42 version and the Plain Moodles B42 version as well?
Or please make your icon/moodle, moveable, because its overlapping another mod i use, and i cant move it, only disable it, but i would like to use it.
Cheers.
Maybe so it ignores the "night vision" light source.
For example, does your stealth radius reduce even more for zombies with poor sight compared to normal ones, or the stealth radius is fixed for all types of zombies and only depends on your character?
I mean, lets say i am sneaking + standing/moving through dark tiles. If i stand up is it changed to the default detection system even if i am still standing in a dark tile?
and also why is the option to disable it in sandbox settings removed?
1) Enable Bandits + Week One and go to any restaurant and observe the NPC how they sit, how they stand up, how they move. They are kinda "fluid" (Of course considering it is a mod handling hundreds of NPC's).
2) Leave the game, enable this one, observe them now, when they need to sit and stand up. The animation is like weirdly triggered, like if they wanted to sit down but can't complete (I assume that's because they are receiveng the "setUseless" value.
I could see a few instances where this would be weird, but... it's kinda interesting? I enjoy more diverse zombie behavior.
I remember that you added the compatibility for Bandits mod. However the Week One maybe has something extra to this? zombie:getVariableBoolean("Bandit")
Or maybe the B42 version of this mod is missing this validation in another place?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3053929034/592887031601847048/
That's my mod and as far as I know, it doesn't have any