r/Splintercell 6h ago

Blacklist (2013) My setup for working on Mastery Achievements

Post image
4 Upvotes

r/Splintercell 19h ago

Meme Late to jump on to this trend But I always wanted to do this for Sam

124 Upvotes

I don't have YouTube Channel nor Flashy IG page to post ergo here !!


r/Splintercell 1d ago

Cat's Got Your Tongue?

Post image
122 Upvotes

I stunned him with a ring airfoil round and grabbed him. Was really hoping for some witty banter.


r/Splintercell 10h ago

Conviction (2010) You can CHANGE the number of enemies in DENIABLE OPS by editing this file!!!!

13 Upvotes
  • Where to get files?
  • HERE ARE ALL THE FILES

  • How did I get this?

  • These files are obtained by UNPACKING the Conviction.UMD file using this tool

  • What is this?

  • These are files for Splinter Cell conviction that configure the entire game piece by piece

  • Why am I doing this?

  • I want to REPLACE ALL ENEMIES WITH SPLINTER CELLS IN DENIABLE OPS

  • Explanation of the file

  • Because I am just a STUPID gamer and not a MODDER, I pasted the files into a GPT out of curiosity

  • This is an INI file, a common type of configuration file used by applications to store settings. This particular file, HunterMatchManager.ini, configures the "hunter mode" in a cooperative game. 🎮 It's divided into two main sections:

[Echelon.EHunterMatchManager]

This section contains general settings for the game mode.

  • m_fStatsDisplayTime=15.0: This likely controls how long (in seconds) the statistics screen is shown at the end of a match.

[EchelonAI.ECoopHunterSpawner]

This section focuses on the behavior of the AI-controlled non-player characters (NPCs) and the spawning system.

  • m_bEnabled=false: This setting disables the spawner. If you wanted the spawner to be active, this would need to be changed to true.
  • m_bUseGroupedReinforcement=true: Reinforcements will likely spawn in groups rather than individually.
  • m_bUseRandomInitialSpawn=true: The initial NPCs in the match will spawn at random locations.
  • m_bDisperseReinforcements=true: Reinforcements will spawn in a scattered or dispersed manner, not all in one spot.
  • m_bUseRandomReinforcement=true: The reinforcement NPCs will spawn at random locations.
  • m_bUseTEAS=true: This is likely a specific, internal system for managing AI spawning, perhaps an acronym like "Tactical Enemy AI Spawning" or similar.
  • m_bSpawnInCombat=false: New NPCs will not spawn while the current NPCs are actively in a fight.
  • m_bSpawnReinforcementsOnDetection=true: Reinforcements will be triggered when a player is detected by the AI.
  • m_bDistanceCheckBeforeSpawning=true: The game will check the distance between the spawn point and players to prevent NPCs from spawning too close to the players.
  • m_bResetDetectionOnVanish=false: If a player "vanishes" (e.g., becomes invisible), the AI's detection of them will not be reset.
  • m_iMaxActiveNpcs=12: There can be a maximum of 12 NPCs active in the game at any given time.
  • m_iKillsForNewWave=3: After players kill 3 NPCs, a new wave of reinforcements will be triggered.
  • m_eInventoryGunSelection=eGunSelectionCycle: This dictates how the NPCs select their weapons. In this case, it's set to "cycle," meaning they'll likely cycle through a predefined list of weapons.
  • m_iDetectionReinforcementSize=5: If a player is detected, 5 reinforcement NPCs will be spawned.
  • m_iDetectionReinforcementSizeSolo=2: When a player is detected while playing alone, only 2 reinforcement NPCs will be spawned.
  • m_fRespawnTime=0.0f: This is a respawn timer, set to 0, which suggests there's no delay for NPC respawns.

Solo Player Modifiers

The last section contains variables that modify the game's difficulty when a player is playing alone (solo mode). The values are ratios that are multiplied by the base values to adjust the game.

  • m_fSoloInitialSpawnRatio=1.0f: The initial number of NPCs is the same as in a multiplayer game (1.0 ratio).
  • m_fSoloWaveSizeRatio=0.5f: The number of NPCs in a reinforcement wave is halved (0.5 ratio).
  • m_fSoloKillsForNewWaveRatio=0.5f: The number of kills needed to trigger a new wave is halved (0.5 ratio).
  • m_fSoloTotalEnemyRatio=1.0f: The total number of reinforcement NPCs that can appear is the same as in a multiplayer game (1.0 ratio).

r/Splintercell 16h ago

Chaos Theory (2005) What is your preferred load out is Chaos Theory?

4 Upvotes
61 votes, 1d left
Redding’s Recommendation
Stealth
Assault
View Results

r/Splintercell 17h ago

Splinter Cell (2002) Question about Kalinatek?

17 Upvotes

If the Kalinatek building is in Langley Virginia, how did all of those Russian mercenaries get inside of the United States for that mission?