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Cloaking Transparency |
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I'm trying to implement an ECM/Stealth system based on cloaking devices that simply makes the ship untargetable but not invisible, based on this:
The problem is, I'm not seeing any references to the invisibility anywhere. Just what effect to use when cloaking and decloaking, nothing about the transparency. I've checked constants.ini and tested the cloaking ales on other things to see if they'll make them turn invisible, but nothing. Does this need a hack or is there a value lying in an ini somewhere that I've overlooked?
Posted on: 2011/10/12 18:20
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Re: Cloaking Transparency |
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Home away from home
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that would be a hack, i guess, specifically a new cloaking technology that would make the ship disappear from the scanner, but not add transparency to the materials. in vanilla, the cloaking includes both and any hooks that made cloaking accessible, just used the entire cloaking thread. dunno, though, how far it is possible to separate the features..
Posted on: 2011/10/12 19:37
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Re: Cloaking Transparency |
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Quite a regular
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Quote:
I was thinking more about the offset that would define the transparency rather than adding seperate code for jammers, since the second option would probably be too time consuming.
Posted on: 2011/10/13 13:39
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Re: Cloaking Transparency |
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sure, assuming that the original cloak shall not stay in your mod, that would be the easier solution, provided there is a variable called for the transparency change, that could be disabled. copying the function is not as much more complicated, yet keeps a generic cloak possible, if you wish to have it for e.g. some sort of aliens while the cloak you aim for would rather be a "radar cloak"
Posted on: 2011/10/15 6:28
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Re: Cloaking Transparency |
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Quite a regular
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Rather than creating a new thread, I'll bump my existing one. I'm looking at stealth systems once again, without invisibility. This time though I'm also looking to see if I can also enable firing when cloaked. Can either be done?
Posted on: 2012/7/17 13:39
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Re: Cloaking Transparency |
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Quite a regular
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Bump. Does anyone at all know the offsets for cloaking transparency or firing weapons while cloaked? Searching hasn't found anything useful.
Posted on: 2012/7/19 15:09
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Re: Cloaking Transparency |
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I dont know much about this, sorry, But i think that FLHook stops you from firing while cloaked.
The old method of cloaking devices, people could fire while cloaked but couldnt see the cloaking effect on their own ship. it was/is considered a form of cheating so i cant really explain how it was done Sorry i cant help you anymore.
Posted on: 2012/7/20 20:04
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Re: Cloaking Transparency |
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Just popping in
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Cloaking devices activate and deactivate the same way as when you click on a weapon slot on your HUD to stop it from firing on left click. However, if a cloaking device is equipped it isn't visible on your HUD, so that's why external code is required to activate/deactivate it.
FLHook monitors for the /cloak commands and enables/disables the equipment slot which the cloaking device is in. This is also how KP Lol and probably how Procyon's client-side hook works too... only they monitor for keypresses instead of commands.
Posted on: 2012/7/21 21:01
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Re: Cloaking Transparency |
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Quite a regular
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I'm not looking to deactivate or activate a cloak. What I'm interested in is making the cloak hide the ship from scanners but without making the ship invisible.
I also want it to be able to fire guns while in a "cloaked" state. FLHook doesn't control this, because I can't fire anything if I'm cloaked in singleplayer, so I'm assuming a hack would be needed for that.
Posted on: 2012/7/23 14:31
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Re: Cloaking Transparency |
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Since that hack would make it possible to cheat on servers with cloaking devices, it should not be posted publically.
Posted on: 2012/7/23 21:48
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Re: Cloaking Transparency |
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did anything come of this, id be really interested in the use of an ECM based system for my mod.
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Posted on: 2012/9/15 0:04
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