Cloaking device -1 reply

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Shuttlebay 2

don't worry, it'll fit

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14th August 2004

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#1 12 years ago

Let me make it short. I want to make a cloaking device that is "more advanced", in terms of not beïng detectable by the standard tachyon detection grid and in that way make a level 1, 2 and 3 in cloaks (and of course a level 1, 2, 3 detect cloak). What I want to know is: is this possible, or has it been done before? And I know weapons can be made to fire while cloaked by putting something like cloakEnable = 1 in the .odf file of the weapon, but is there a way to fire a weapon ONLY while cloaked(so it would not fire when the cloak is deactivated)? I cracked my brains on these questions and read everything in the BBOM but couldn't find a solution. Can anyone help??? Greeting, Stargazor_001




Greathor

So say we all

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8th March 2005

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#2 12 years ago

That is a very cool idea, though I have no idea how you would do that.




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#3 12 years ago

There is no weapon you can fire "only" cloaked, you can have one that fires in both or non-cloaked, but not specifically cloaked. If you were trying to do General Chang's BoP, I recommend you just set it as a standard weapon that can fire whilst cloaked, whilst the disruptors cannot.




Shuttlebay 2

don't worry, it'll fit

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14th August 2004

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#4 12 years ago

Yes, I was trying to do something like that. I have not found a solution to the cloak 'upgrade' thing I was trying to make. I will keep on trying. In the cloak detection special weapon .odf file there is DetectLevel = 3 (or something like that) I'm hoping this relates to the cloaking device (maybe by adding 'cloakLevel = 4 (or higher)' it cannot be detected by that particular detect cloak special weapon, I'm going to try something like that soon.) The 'cloakEnable = 1' trick in a torpedo (or phaser) .odf file doesn't work, they still won't fire when cloaked. Special weapons on the other hand do fire when cloaked with this line. And the cloak upgrade doesn't work. At least not in the way I want it to work. When I change 'detectLevel = 3' to a lower value, it doesn't do anything different, and when I add 'cloakLevel = 1' (or 2... or 3...) the game crashes whenever a ship is built with that claoking device. But does anyone have an idea how to make torpedo's and phasers fire when cloaked??? thnx




DsmEvolution

GF Pwns Me!

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21st March 2003

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#5 12 years ago

I did something very similar using the phase cloak from the romulans. With a bit of cleaver odf editing and changing of some information in the techtree and sprites, I created a version of the cloak for the federation. I called it the "Section 31 Cloak" and given it a federation style button using the image of a Galaxy class. It does the phase cloak like the romulans does, but it doesn't take away special energy until it's all gone, so it can be used for extended periods of time. The only glitch I haven't been able to get around is that it can still be scene by the detection grid, but can't be destroyed while cloaked. And the detection grid ability can only see it about 20 percent of the time and does some weird things with the AI.

I'm sure if I put the files out here for it, it can be fixed, but my AI editing ability and scripting knowledge is fairly limited.

As for the firing while cloaked, i'd take a look at the ODF's that were used on the Scimitar, I think they use something similar in the way that they work by changing the entire ship odf to a different ship that has "Cloak" weapons. So I think you might be able to come up with something there.




elevatormusic

slouching toward nirvana

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19th July 2006

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#6 12 years ago

For the Scimitar I have installed, I modified the Veles-class' cloak enhancer to use very little special energy and shortened the range so that it only affected whatever ship it was put on. Play around with that, you'll get results.