A stealth mod -1 reply

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Pwned!

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23rd July 2009

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#1 8 years ago

I was thinking about ways to improve ja and i thought of stealth. Is there any way to add stealth to the singleplayer game? I suppose it could be made with coding in mp but then you would have to make new maps with multiplayer icarus scripting. One idea i had is that each npc type would have 2 npc files, for example a stormtrooper would normally be less aware and you would possibly be able to sneak past him or kill him stealthily, but if he becomes aware of you he changes to a different npc that is more aware has more health and is more aggressive. Is this possible in singleplayer? If not is there any other way to incoporate good stealth action into the game. I'm not asking for someone to make a mod for me. I'm asking people more knowledgeable than i am in certain areas of modding to tell me how i could make this myself. thank you in advance




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#2 8 years ago

Stealth in an action game that didn't have it originally is a rather pointless addition. If the mechanic isn't written into the engine itself, then limited modifications (which is the best that we can do for JA) won't give you anything worthwhile. It's like Halo. It's a game about gunning down religious fanatics. It's not a lesser game for lacking a stealth mechanism.

As for making it, you'd need an ungodly amount of scripting (if not the rebuilding of each and every map) for SP and probably rewriting large chunks of code for MP. You'd need the engine to be able to read a map's lightmap and adjust the transparency of any player models currently sneaking in realtime.

Besides, Jedi Mind Trick is JA's stealth anyway.




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#3 8 years ago

so i take it the two npcs, unaware and alert are impossible in singleplayer. That's really too bad, because i had a nice idea of how to use that in a mod which would actually fit nicely in the gameplay we have now




katanamaru

Fencer, Lifter, & Dancer

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3rd February 2006

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#4 8 years ago

I know it is possible to make patrolling npcs that when they notice you will switch over to aggression. That probably requires setting up in the map with scripts.




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#5 8 years ago

how difficult exactly would it be to do the scripting necessary for that? Because i could definitely work with something liek that




AshuraDX

WTF ?! BOOOOOOOM !

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10th May 2009

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#6 8 years ago

lemme guess.... you have been inspired from Assassins Creed ?

sorry for getting offtopic but i just had to ask ;)




Jonny2199

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18th September 2005

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#7 8 years ago

There are stealth missions in Atlantica by SzicoVII in a section that is visually similar to Metal Gear Solid's VR Missions and, as a kinda by-product of that, Tron. http://jediknight3.filefront.com/file/Atlantica;92212

Spoiler: Show
92212_10.jpg

So yeah, this is possible with scripting. As for the standard stealth mechanics, though - being noticed less often if crouched, sound/light levels taken into consideration (it's there to an extent - turning your lightsaber off when not in use means enemies might not notice you) and sticking to walls (like in MGS) - would take a heck of a lot of work to be fully implemented. OJP had must have had some form of edge detection in order for ledge grabbing to work, so that might be the place to start if you wanted wall-hugging. As for *proper* stealth in SP/MP? Make a map with custom NPCs that have NPC routes (see here) and in the custom NPC files, lower their intelligence/reactions to see if they notice the player less. Perhaps try to have it like the stealth sections in Shadow of Rome (PS2) because they didn't include light, but if you made a lot of noise, enemies would notice. Despite the lack of contrast between light and shadows (daytime stealth levels, mostly!), it kept the tension and atmosphere by having vastly more powerful enemies (Roman soldiers armed to the teeth) to punish the player for being caught. JA would make for a nicer stealth-em-up than others due to Force Sight - it would be a welcome replacement to Splinter Cell's radar thing, which was in a separate menu, or Metal Gear Solid's sonar because it would render enemy location in real-time. Also, the Mind Trick (not when used ON an NPC but when directed somewhere near them to distract) works a bit like the whistling camera from Splinter Cell. Although there's no self-destruct option with the Force power, if you can aim somewhere, you can probably alt-fire a thermal detonator over there too. As far as scripting goes, I have no idea.




minilogoguy18

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4th September 2004

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#8 8 years ago

Have any of you played Jedi Outcast? Does the mission called Cairn Docks ring a bell??




Jonny2199

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#9 8 years ago

Just looked it up on Youtube. Main point - Kyle can turn off a light and then silently creep through the room undetected (but in the video I watched, the player screwed up and smashed some glass, alerting the officers to Kyle's whereabouts), which is a pretty neat touch, but the whole thing is probably (as in very, very likely to have been) scripted.




minilogoguy18

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#10 8 years ago

Big failure on all those who haven't actually played the other games of the series since they are actually better than JA in terms of single player story and characters.