[Mod|Script][V1.1] CloakDevice - Optical Stealth Device [by SymTec/laux]

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SymTec ltd.
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[Mod|Script][V1.1] CloakDevice - Optical Stealth Device [by SymTec/laux]

Post by SymTec ltd. »

Cloak Device - Optical Stealth Device V1.1 (final)

An argon-paranid scientists' group in a secret research base close to the Argon-sector "Nathan's Voyage" just recently managed to completely transfer a ship to a dimension of hyperspace that wormholes and the typical X-Universe-Jumpgates use as well. This way, a spacecraft can practically immediately change between the normal space and hyperspace. In hyperspace, it is protected from enemy fire and missiles, but then cannot influence normal space with its gravidar or weapons.

In hyperspace, a ship can practically fly through other ships; the camera can of course be focused both on normal space and hyperspace. The ship is resembled by an optical effect that cannot be targeted by other ships.

At this time, the device is still very unstable, and likely to explode or fail. This is made up for by the low price at equipment docks.

[ external image ] [ external image ] [ external image ] [ external image ] [ external image ] [ external image ] [ external image ] [ external image ]

Modified file: TSpecial.pck
Pageid: (49/44)8768

Download V1.1
[ external image ]


A big thanks to laux, who is responisble for the graphics and effects of this device. :)

DE
Last edited by SymTec ltd. on Sat, 4. Oct 08, 22:06, edited 5 times in total.
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Post by SymTec ltd. »

Cloak Device - FAQ:

Question: Does this device work on capital ships, or does it need to much energy there?
Capital ships can be hidden with this device as well. However, the device takes up a lot of energy for them, and their shield recharge rate is not the best.

Question: Why is my Cloak Device always broken?
The device works on a ship's shield energy. If that energy drops too low, or the device gets too hot, it might overheat, causing the machine to fail or even explode, ripping a hole into the ship.

Question: I do not see a thing on the screenshots up there. Where is that stealth thingy now?
The device is optical, which means you don't see it when engaged. What you see there is only meant for orientation/seeing where your ship is. If you really take a close look, you see a cloudy effect in the middle of each picture - this is where the ship was, if it was not in hyperspace.

Question: What cost does this device have?
The device itself can be bought rather cheaply at few eqipment docks in the universe. It is hard to find, but it is there.
The real cost is made up of a constant drain of shield energy when engaged, and one or the other explosion of some components.

Question: How do I activate the device?
To activate the device, allocate a hotkey to the action "Start Cloak Device". If you press that key, you see sour ship in hyperspace. By changin your camera view to taget view (2*F1), you see normal space again. Attention: If you keep the device in action too long, it may explode.

Question: Is this extension compatible to XTM?
Although the Cloak Device and XTM share some files, they are working together as long as this device is installed after XTM. The XTM-files are 10.cat/dat and 11.cat/dat, so if you install the modfiles at 12.cat/dat, it will work.

Question: Is there a Script Installer / Plugin Manager version?
No. There is no Script Installer / Plugin Manager version.

Question: I installed other mods - will they be compatible?
This mod has got a really low chance of interferin with other mods. Install and see! If the combination does not work, this packet here can be installed without the 10.cat and 10.dat as well, and still work.

Question: How do I uninstall this package?
Readme and uninstall routine are included.

Question: Does this mod cause savegames to be *modified*?
Yes. All savegames that are saved while this package is installed are being marked as modified.

Question: All ships that were following me are suddenly moving out of the sector map - why?
The autopilots of the ships are not programmed to follow a ship in hyperspace. They lose their target and lock onto a certain pulsar in the depth of the galaxy and try to follow that starm which is not a good idea.

Question: In some sectors, my ship explodes when I engage the device - why?
Hyperspace is not the same everywhere. There are areas where it is really thin. Its borders are covered in a matter/anti-matter-atmosphere. Touching this atmosphere with a normal ship will destroy that ship. Which sectors are subject to this restriction is still being researched, but "Nopileos Memorial" is one of those for sure.

**comments welcome**
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Post by SymTec ltd. »

Version 1.1 released
While I'm at it - I fixed a pretty crucial bug in V1.0, which let the game crash. Please re-download. Sorry, my fault. ;)
Kortako
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Post by Kortako »

Hey SymTec,

This looks like a really awesome script. I tried it out, but your setup script seems to be named wrong. It's named setup.plugin.stl.cloak, but inside the script it references a setup.plugin.stl.cloak2, which means it won't show up in the script editor unless you add a 2 to the end of the file. When I made these changes, the script seemed to work...until I tried to activate the device. When I pressed the hotkey, it would just say "Camouflage Device" and take a chunk of my shields off, but nothing would happen. I'm using XTM, by the way. Any ideas why this is happening?
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Post by SymTec ltd. »

1.: You downloaded an "in-between"-version that was supposed to work, but did not, for the exact reason you found out. I uploaded a working version just 10 minutes later - but respect for spotting the error so fast^^

2.: How often did you try? Only once?
Your ship is then still in the middle of the sector, flying around as if nothing had happened? I never experienced such a behavior on a regular basis, but could come up with an idea of what is happening there if I had a little more info of this behavior.
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Post by Kortako »

Hey SymTec,

No, I tried multiple times. Each time it took a small chunk of my shields down and would say "Camouflage Device", but didn't actually do anything. Besides wear down my shields. After the shields ran down to nothing the device "exploded" and was gone from my cargo bay. Hope that helps. I'll download your new version and try again.

Edit: I just had a thought - does this mod require X3 2.5? I haven't updated to it on this computer yet because I want to make sure it's completely compatible with XTM...but if you're using those collision avoidance commands that were added then maybe that's why it's not working. If that's true then you might want to mention that it needs 2.5 because I don't think you said it anywhere.
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Post by SymTec ltd. »

Oh, well... :roll:

I did say it, but I did not say it here - yes, it needs a script command from 2.5, which means it does not work if 2.5 is not installed. I'll write it down someplace...

here: This plugin needs X3 2.5!
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Post by Vash_the_Stampede »

Even whit 2.5 it will blow your cam. devise up als you are running whit XTM somehow i have try'd it several time.

I have XTM mod installd and downloaded this script and installd the right way.

1: i have secelted a hotkey for it.

2: when i press the hotkey then my shields will drain down to 0. When it hits 0 you will go out of hyperspace and you cam. devise is blow up. if you buy a new 1, then the same thing will happen. I have try'd on the vannilla game and only my remake ships in it but still the same will happen.

Maybe it working this way but isnt easer to drain E-cells instad of your shield?
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Post by Kortako »

Actually, Vash, I just tried it on a computer that was updated to 2.5 and also had XTM installed. It worked fine after that. However, the uh..."blow up in certain sectors" thing...can that be fixed? Or is it one of those in-game limitations with collisions? Cause it just happened to me in a certain Xenon sector. :roll:
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Post by Vash_the_Stampede »

Euh strange........ well try it sometime later this day again.
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Post by SymTec ltd. »

Vash_the_Stampede wrote:Even whit 2.5 it will blow your cam. devise up als you are running whit XTM somehow i have try'd it several time.

I have XTM mod installd and downloaded this script and installd the right way.

1: i have secelted a hotkey for it.

2: when i press the hotkey then my shields will drain down to 0. When it hits 0 you will go out of hyperspace and you cam. devise is blow up. if you buy a new 1, then the same thing will happen. I have try'd on the vannilla game and only my remake ships in it but still the same will happen.

Maybe it working this way but isnt easer to drain E-cells instad of your shield?
How fast does it drain your shield? Because it is certainly meant to do so, and not intended to work more than a few minutes (this would not be fair).
Kortako wrote:Actually, Vash, I just tried it on a computer that was updated to 2.5 and also had XTM installed. It worked fine after that. However, the uh..."blow up in certain sectors" thing...can that be fixed? Or is it one of those in-game limitations with collisions? Cause it just happened to me in a certain Xenon sector. :roll:
It cannot be changed. The sectors where it appears in can be changed around, but this does actually not make too much sense. I have to build in limitations, or this device would make the game too easy.
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Post by Vash_the_Stampede »

I have try'd it the latest on my M0 ship. It has 20 military 10 GJ shields and it last for about 52 seconds, other ships of mine are orginal XTM ships and it last not as long as my flagship. Try'd to boost the shield power of the ship but still the same. And whit Crycow's shield booster on it will last for about 1.12 min.

But from my idea: wasnt it better to have the cloack drain you E-Cells at the same rate (maybe a little less?) becouse if you go out of hyperspace and you run into a station or ship you will blow up (maybe not whit my flagship, but that ship is a little over powerd). just a idea :wink:
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Post by Kortako »

SymTec ltd. wrote:It cannot be changed. The sectors where it appears in can be changed around, but this does actually not make too much sense. I have to build in limitations, or this device would make the game too easy.
Oh, so that is something you built in, then? Because I think literally having the entire ship blow up and getting "The End" is a little harsh and less productive, as it requires a full reload and would probably lead up to people preparing a save game for every time they want to use the device. I think maybe severe hull damage and the device disappearing would be more suitable, but that's just my opinion. Reloading every time is just too much of a hassle, especially when you don't see it coming.
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Post by SymTec ltd. »

Kortako wrote:Oh, so that is something you built in, then? Because I think literally having the entire ship blow up and getting "The End" is a little harsh and less productive, as it requires a full reload and would probably lead up to people preparing a save game for every time they want to use the device. I think maybe severe hull damage and the device disappearing would be more suitable, but that's just my opinion. Reloading every time is just too much of a hassle, especially when you don't see it coming.
Well, no, I didn't actually build it in intentionally. I just gave a nice reason for it in the FAQ. If you look at what this script actually does, you will see where this limitation comes in - but all you have to know is that it is not possible to change it without having disadvantages on other ends, so it will not be changed.
Vash_the_Stampede wrote:[...]
I could. But then, it is not dangerous to activate the device anymore - and if you just get an advantage without any disadvantage/danger to it, the whole thing is not fair. If you want to keep your shields, you cannot use this device. If enemy fire takes off more of your shields than the cloak device, you better use it.

Generally, the whole thing is way less an issue with small, balanced ships than with big, shield-wise overpowered ones. My Buster did the job quite well. Use small ships, and no harm will come to thee.
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Post by Vash_the_Stampede »

SymTec ltd. wrote:
Kortako wrote:Oh, so that is something you built in, then? Because I think literally having the entire ship blow up and getting "The End" is a little harsh and less productive, as it requires a full reload and would probably lead up to people preparing a save game for every time they want to use the device. I think maybe severe hull damage and the device disappearing would be more suitable, but that's just my opinion. Reloading every time is just too much of a hassle, especially when you don't see it coming.
Well, no, I didn't actually build it in intentionally. I just gave a nice reason for it in the FAQ. If you look at what this script actually does, you will see where this limitation comes in - but all you have to know is that it is not possible to change it without having disadvantages on other ends, so it will not be changed.
Vash_the_Stampede wrote:[...]
I could. But then, it is not dangerous to activate the device anymore - and if you just get an advantage without any disadvantage/danger to it, the whole thing is not fair. If you want to keep your shields, you cannot use this device. If enemy fire takes off more of your shields than the cloak device, you better use it.

Generally, the whole thing is way less an issue with small, balanced ships than with big, shield-wise overpowered ones. My Buster did the job quite well. Use small ships, and no harm will come to thee.
Yep it make's sence what you are saying, i give you that 8) I have try'd it now whit my ship and ram a astroid on the way out off hyperspace whit my Valkerie it was a little of a problem becouse its hull was 20% left (really lucky) and well whit my flag-ship well even its overpowerd to break down those astroids (i run the game well i'm doing other this away from pc, so then i have it on autopilot and then when the ship is stuck in a gate it wont blow in a few min.), but still from the 100% it has only 87% left. So i can live whit it (only i dont show the repair bill.........euh second thinking...........i precent it to you :twisted: ).

only 1 question, maybe i overlookt it but its a 1 way ticket or not. When you press the hotkey then there is no way to stop it? Only asking becouse i have notised it whit trying. Or is it my mistake?
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Post by BlackShark2 »

what about a distant control of cloaking?

i.e i will undock from mothership and then cloak it

also maybe better will be not to drain shields only drop it to zero and cant recharge?
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Post by Vash_the_Stampede »

You will live, but you still need to buy Cam. device after you using it.
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Post by SymTec ltd. »

@Vash_the_Stampede: Pressing the hotkey a second time will turn the thing back off.
BlackShark2 wrote:what about a distant control of cloaking?

i.e i will undock from mothership and then cloak it

also maybe better will be not to drain shields only drop it to zero and cant recharge?
This device lets you only cloak your own ship. This is mainly because being able to hide any ship would not be funny anymore, but just unfair, "not-nice", and too much work involved anyway. I just don't like the idea; as long as you are invisible, it is fun, but as soon as others are invisible, it's not so much fun for me anymore.

It is possible, but I won't do it.
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Post by Falcon71 »

Cloak Device MK2


The Hyperspace is in some sectors like Nopileos Memorial very thin and dynamic. Paranid scientists were able to monitor the hyperspace in these sectors with navigation satellites. The collected data is analyzed and forwarded to the ship to keep the ship in hyperspace safely without touching the matter/anti-matter-atmosphere which would result in death.

The hyperspace navigation satellite are very sensitive and can be placed far outside of the sector center to protect them from Xenon, Khaak and pirates. On the other hand, this means that these satellite must not be placed in sector, were a safe travel in hyperspace would be possible without them. The satellites could be too sensitive for these sector were the hyperspace is very tough. The data would be interpreted wrong and the ship would be destroyed in the worst case.

Moreover, many navigation satellites could jam the signal of the hyperspace navigation satellite. But five to then navigation satellites shouldn't be a problem. Advanced satellites do not jam the hyperspace navigation satellite, because they use a different signal.

Instructions:
-Find a sector were the ship would explode with the cloak device (e.g. Nopileos Memorial)
-Buy an usual navigation satellite.
-Place it in the affected sector and rename it into 'Hyperspace Navigation Satellite' (take care of the spelling!)
-Now you can activate the cloak device in this sector as well!

This feature should work in mod universes, as the XTended-Mod universe, as well!

Please tell me, if you find a sector were the ship still explodes, regardless if there is an hyperspace navigation satellite placed or not. (sector name and which mod)

Many thanks to SymTec ltd.!

[ external image ]

Remark: I've only made small modifications to SymTec ltd.'s script, the main part of the script is still SymTec ltd.'s work!
This modification was posted with permission from SymTec ltd.
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The_Lost_Marauder
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Post by The_Lost_Marauder »

I've tried using this addon, but I can't manage to add a dedicated hotkey to activate the Cloak Device, no matter if I have it installed on my ship.

BTW, do you mind if I translate your script for Italian Community? :roll:

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