Few cloak questions
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Hi all,
I’m working with the cloak mod and got stuck in two things.
1.) When the player is damaged (not only hull, also shield!) I want it to uncloak. But which function is called when a player is damaged of any kind? Currently I only made it work for the hull.
2.) In the readme it says, to fix that invulnerable bug you have to make it function like a mine dropper or something else. Anyone advice on how to do this?
Thanks in advance
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I made a small mod, you will find here:
http://the-starport.net/index.php?option=com_docman&task=cat_view&gid=23&Itemid=43Maybe it helps.
The only additional feature i know atm,
is the ‘drop shield’ feature of M0tah’s FlHook 1.65,
which drops the shield on activation of the cloak.No ‘drop shield on damage’ or other stuff afaik.
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Thank you
I’m using M0tahs FLHook 1.65, but the shieldsdown function is just the one FL uses when you drop an item, so the shield is back after a few seconds, it’s not enough for cloaking.
But I’m done with Hook now…I found a function which is called when mines/wasp/torps/missiles hit a ship. Guns don’t uncloak my ship now, but that doesnt matter much, because who finds a cloaked ship with guns?
I will look at the files of your mod and try to find out, how I have to setup the cloak device, so that the NPCs see the ship and it’s not invulnerable.
I will post my result…edit: Well, in your mod there is the same problem it seems. NPCs dont find you when cloaked
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I tried it, my server crashes when a player goes online. And yes, the player hasn’t the [Gun] modification.
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Alright, I talked to wodka (thanks again!), and he helped me to get it running:
You need no modifications on the client, only the following on the server:
In the “data/equipment/weapon_equip.ini” delete the [CloakingDevice] you want to use (for example cloak_fighter).
Add the following:[MineDropper] nickname = cloak_fighter ids_name = 263165 ids_info = 264165 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 400 explosion_resistance = 1.000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.000000 mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 1 muzzle_velocity = 20 toughness = 3.300000 projectile_archetype = mine01_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100
cloak_fighter you have to change for your needs, of course. It’s simply a copy of the first mine (mine01_mark01).
Maybe this helps more people who have this problem
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I love em as is… But have a small Q… or 2…
1st. I wish to make the cloaks ranged & byable at “special” bases… (locked via hook)
Having them pre loaded kills the ship for OSP… and i wish to make alot of XLR ships cloakable… hence my dillema2nd. and mainly for LS… the error checker flags the HPcloak mount as an error?? whats up with that
Using the new 1.6.5 flak hook which means i can lock trade of the cloaks (and biogens hehe) between
players… just really need to be able to mount & or switch out… as im planning on making some more as well…
I can handle all the balance issues from hook…now after seeing the above info… would changing the cloak to a mine for BOTH client and server cause a prob?
and would adding a param in “power_usage” affect the fireing of the cloak (hence the original writeup for the cloaks)also… Were do i add the CRC in Ioncross… (but i suppose that’s a different topic entirely lol as im missing a few things in there hehe… )
Cheers…
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Sry for double post… but its been a week… lol so its not really double hehe…
ok after reviewing the mine trick… something struck me as wierd… no fx param or time param?? um don’t that take all the “coolness” out of it all…
and just to clarify what im seeking here… I want the ability to sell/unmount cloaks in OSP (becuase they no worky in SP) as stated… Ive got the 1.6.5 Hook so i can easy restrict them in MP from loot and trade
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The reason for the flagged HPCloak is that Freelancer doesn’t have a standard hardpoint for it. FL has a limited number of HP names and cloak isn’t in one of them. Since hardpoints can be named whatever you want, don’t worry about it unless you have it in your shiparch.
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GunsnRoses wrote:
2.) In the readme it says, to fix that invulnerable bug you have to make it function like a mine dropper or something else. Anyone advice on how to do this?Thanks in advance
If you are using cloak_fighter then under [CloakingDevice]
change hit_pts = 1000000000 to a much lower value like 5000 or so.This will make you die again if you crash into the planet or sun without the need of making a mine dropper.