Firing While Cloaked -1 reply

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gdata

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#11 9 years ago

Do you have Msn or Skype? I would like to see what we can achieve - together.




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#12 9 years ago

My method of all of this 'cloak and fire' thing. I saw it in two different parts. The first part was the firing while cloaked. Apart from the animations thing, one way is similar to what Muldrf said, have a team appear invisible to player 1 but the team can still attack Team 1. In theory Team 1 (the player) shouldnt be able to see the attacking team.

The animations part is something to do with the odfs and calling for specific animations which was only something I came up with at that time...

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Second half, the firing on a cloaked ship is easy stuff. First you make a map with 3 teams. What is on the teams are below

TEAM 1

-Enterprise (must have scan set to very high usage, faster recharge and low range) -Excelsior (nothing special)

TEAM 2

-BoP (weaponry boosted, consider shield ignoring weaponry)

TEAM 3

-any ship, all weapons and engines removed. Ship set to invisisble via either odf or script or both. Ship equipped with cloak detection. Ship must never be visible. Ship is the key to the special event trigger

Now putting it all together....

-The usual crap goes on, ships warp in and bla bla bla... -Enterprise and Excelsior getting their asses kicked by an invisible enemy -Enterprise then triggers a scan -Team 3 comes into play: ---Once scan is on, triggers special event. THIS IS TIMED DURATION!!! ---Team 3 still invisible but is allied to Team 1 ---Team 3 ship immediatly activates cloak detection (two ways, either constantly on via selecting right cloak detector or switched on via script weapon/hp control) ---As team 3 and Team 1 are allied, the cloak detector should allow Team 1 the ability to fire on the cloaked BoP ---Once the scan has depleted, Team 1 lose all access to Team 3 until next scan

- The above trigger gets constantly repeated until you get the BoP to a certain percentage then you can have the BoP decloak or become visible enough to destroy it.

Cloak detectors work like magic. I have a few in Aftermath and they are lethal little bitches :D




gdata

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#13 9 years ago

I didn't know cloak detection works with Legacy. Is the stock file already functional?




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#14 9 years ago

Ya the cloak detector works fine. The stock mission with Kirk in the BOP the Deathrites there use it. That's why when you get close then you can be attacked by all klingon ships in the area. The sound made when near the Deathrite is a script function, but the detection is just a "all time cloak detector weapon".

One thing though, the BOP wouldn't be cloaked actually, it would just be "invisible". If legacy treats that differently then that might not work. You might have to add in a function that makes the BOP Visible and does an instant cloak on it, then once that's done activate the cloak detector. It would also cause the BOP to quit firing weapons in it's last seconds, which in this case would be canon to what happened on screen.

I was thinking of putting a triggered Cloak Detect on the Enterprise, but not making it accessible to the player. Then have the script call it when the "Torpedo is ready". Once the Enterprise got the torpedo off they didn't have a problem hitting it again by targeting the explosion so it wouldn't need to be turned back off.

Nemesis you would want to be able to enable/disable the detection throughout the mission and the Team 3 thing sound like a viable method. But if you have to keep swaping the Scimitar from "invisible" to "cloaked" it might get tricky. As well as you want the Scimitar to maintain the ability to use weapons most of the time. Still it wasn't a constant firing so 30 seconds here or there where it could be targeted but not fire back wouldn't be that bad.

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Now here is the trick.. This is a "proof of concept" idea not a "highly enjoyable mission". Basically it would amount to the enterprise getting attacked until her shields are nearly down, then the Excelsior would trigger and come to the rescue. The enterprise would take another couple hits and then once the shields are down she would get the torpedo ready to fire. She would fire 1 torpedo. Then the Enterprise and Excelsior would empty their weapons on the BOP and bamm! it's over..

Now for a "fun mission" Nemesis would be better as there is where you would be trading blows back and forth rather than just taking it. Or a Non Canon ST6 fight.

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I do have msn btw. markenobrookstoneAT hotmail dOT com

I have crazy amounts of work with UU and writing the ModTools up to release, still I might work build a proof of concept on this just to see what happens if I get a free evening or two to play with it.




MARKYNCC

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#15 9 years ago

Correct me if Im wrong, but I think I may have struck a chord with a few fellow trek fans out there. Why wasn't the TWOK mission included with Stock Legacy? Why did we not Have a BOP that could fire while cloaked?, why wasn't the Scimitar included, the cloaked firing would have been awesome, (for me anyway)? Worst of all why was my Favorite ship, the 'Enterprise A', only included in two levels!

I have tried one or two things in the script as regards cloaked firing enemy; I added a line that said "ENEMY_TEAM_VISIBLE_TO_PLAYER", lower down I set this to "false", didnt make any difference.




gdata

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#16 9 years ago

Yes, I think there is a function CloakImmediately, or something like that.




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#17 9 years ago

There are three different cloak detectors in Legacy. Ones constant, another is duration and cant remember what the third did but there are three of them




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#18 9 years ago

I think it's possible to fire special weapons via script. So, maybe we don't need the allied ship, if we use a time limited cloak detector.




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#19 9 years ago

One is a triggered Detector. It can be mapped to a key with the input.map just like Cloak and other similar functions, the key will trigger is but it won't toggle it back off. It should be possible to trigger it from the script. It's likely to be able to shut down the detector by script even though an input.map entry is unable to shut it down.

If the "trigged version" is placed on the Ncc-1701a in this example the player won't be able to trigger it early (unless an input.map entry was created for it) and you shouldn't need the Team 3.

I most likely won't find a chance to play with any of this until next weekend as other things are going to be keeping me busy every day and evening until next Saturday. Going to be a long week... Still I like working on the theory and when it's worked out it goes together much faster.




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#20 7 years ago

I found a way to fire while cloaked but once you fire you have to move quickly cause they have a second to lock on and fire at you. I'm trying to work out some bugs with the targeting still and may need some help from an experienced modder with STL.




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