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Has anyone actually made a working cloak

Has anyone actually made a working cloak

Just wondering because this could increase the joy in my modding experience GREATLY!

Im asking because i haven't made any progress on the cloak #:(

Has anyone else????????????????

26,860 views 29 replies
Reply #26 Top

Quoting cszolee, reply 24
Here's a perfectly working Klingon (or whatever) cloak, I'm using it with SoA2 E101.

Of course there's no graphic effect, but everything else is there

Ability can be toggled on and off.

Thanks Whiskey144 for the "CannotBeDamaged" tip.

 

AbilityCloakKlingon.entity

TXT
entityType "Ability"
buffInstantActionType "ApplyOrRemoveBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffCloakKlingon"
effectInfo
    effectAttachInfo
        attachType "Center"
    smallEffectName ""
    largeEffectName ""
    soundID "Cloak2"
toggleStateOnNameStringID "IDS_ABILITY_CLOAKACTIVE_NAME"
toggleStateOnDescStringID "IDS_ABILITY_CLOAKACTIVE_DESCRIPTION"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.800000
useCostType "AntiMatter"
antiMatterCost
    Level:0 0.000000
    Level:1 0.000000
    Level:2 0.000000
cooldownTime
    Level:0 1.000000
    Level:1 1.000000
    Level:2 0.000000
orderAcknowledgementType "ONGENERALORDERISSUED"
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_CLOAK_NAME"
descStringID "IDS_ABILITY_CLOAK_DESCRIPTION"
hudIcon "HUDICON_ABILITY_PHASECLOAK"
smallHudIcon "HUDICON_ABILITY_PHASECLOAK_ACTIVE"
infoCardIcon ""

BuffCloakKlingon.entity

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
    buffInstantActionType "PlayPersistantAttachedEffect"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    effectInfo
        effectAttachInfo
            attachType "Center"
        smallEffectName ""
        largeEffectName ""
        soundID ""
numPeriodicActions 0
numOverTimeActions 1
overTimeAction
    buffOverTimeActionType "DrainAntiMatter"
    drainAntiMatterRate
        Level:0 1.000000
        Level:1 1.000000
        Level:2 0.000000
numEntityModifiers 0
numEntityBoolModifiers 3
entityBoolModifier "DisableWeapons"
entityBoolModifier "CannotBeDamaged"
entityBoolModifier "DisableRegeneration"
numFinishConditions 2
finishCondition
    finishConditionType "AntiMatterDepleted"
finishCondition
    finishConditionType "OwnerChanged"

Here's the string:

StringInfo
    ID "IDS_ABILITY_CLOAK_NAME"
    Value "Cloak"
StringInfo
    ID "IDS_ABILITY_CLOAK_DESCRIPTION"
    Value "Cloaks the vessel, making it invisible to enemies. Antimatter is consumed and weapons cannot be used while cloaked."
StringInfo
    ID "IDS_ABILITY_CLOAK_CHANG_DESCRIPTION"
    Value "Prototype cloaking device, allowing to fire weapons while cloaked. Consumes antimatter."
StringInfo
    ID "IDS_ABILITY_CLOAKACTIVE_NAME"
    Value "Decloak"
StringInfo
    ID "IDS_ABILITY_CLOAKACTIVE_DESCRIPTION"
    Value "Decloaks the vessel, allowing for normal operation and combat."

(why can't I use simple UBB
Code
?)

 

Very Very Cool!!!   :)

Congratulations!!  And thank you, mind if i use this?  It is different than what i did, which was basically to resize the mesh to a hundredth the size.  :)  Its "invisible" and the icons for show icons and show race emblem can be toggled. But its not "toggleable"  :( 

Anyway, it looks interesting.  :)

 

-Teal

 

 

Reply #27 Top

For the "test" B'rel cloak that is in SoA 2 0.03c we used the ships shield mesh as a "cloak mesh" (just pointed the cloak entity to use the ships shield mesh). That was our "compromise cloak". It worked for the B'rel, but we realized we would have to make a separate cloak entity for every cloakable ship in the mod, because each shield mesh is different shaped, and sized. I thought about making a universal cloak mesh, again that would cause problems, because it would need to be as big as the largest cloaking ship. That would mess up the smaller ships.

If someone can make it to where the ships mesh itself faded out that would be great. It doesnt need to completely dissapear. Just be semi-transparant.

Reply #28 Top

use the 'IsIllusionShip' bool modifier. This will give it the mesh effect that Mines and ships that are Phase Jumping or Phased Out have.