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Re: Why is cloak_passive false by default?
Posted: Wed May 25, 2011 10:04 pm
by CaptSolo
I just recently acquired the cloaking device. Funny thing was the first opportunity to scoop one I had no room for it. Works great against hardheads, but won't change the way I play the game otherwise.
By the way, the ship in Elite - at least the version I had - was not cloaked. I called it the "Stealth Ship" since it was visible except on the scanner.
Re: Why is cloak_passive false by default?
Posted: Thu May 26, 2011 6:21 am
by Commander McLane
RyanHoots wrote:Got the device, I had to read the spoiler alert on the wiki. Worth it. The viper never saw it coming, and I'm still clean because they still don't know it's me!
The downside is that the Elite Federation also don't know it's you. Therefore you're not credited with the kill (meaning that your kill count doesn't go up). Nor, if you happen to kill a criminal, do you get their bounty.
Re: Why is cloak_passive false by default?
Posted: Thu May 26, 2011 12:56 pm
by m4r35n357
Well, like the energy bomb & the docking computer, the cloak is undeniably part of the game we all love, so much so that it makes a deliberate point of awarding one to the player gratis. So it is clearly there to be used.
Perhaps a better question might be "why are there so few NPC ships with cloaks"? To answer this, I added the facility to a test furball, and (in the brief time before I died) recalled the battle in which I "won" mine. It's REALLY good fun!
Come on, let's cloak more NPC pirates
Re: Why is cloak_passive false by default?
Posted: Thu May 26, 2011 1:04 pm
by Smivs
The problem here is the difficulty of controlling the cloak in NPCs. Basically it will switch on when the NPC is attacked and then not switch off again unless the NPC's energy gets too low. It (still) cannot be controlled by AI, and scripting control is difficult and complicated.
The case for AI commands "switch_cloak_on" and "switch_cloak_off" is compelling, but we're in a feature freeze, so.......
Re: Why is cloak_passive false by default?
Posted: Thu May 26, 2011 1:15 pm
by m4r35n357
Smivs wrote:The problem here is the difficulty of controlling the cloak in NPCs. Basically it will switch on when the NPC is attacked and then not switch off again unless the NPC's energy gets too low. It (still) cannot be controlled by AI, and scripting control is difficult and complicated.
The case for AI commands "switch_cloak_on" and "switch_cloak_off" is compelling, but we're in a feature freeze, so.......
hmm, I assumed that was what cloakAutomatic is for . . . well I'm finding out for myself anyway now
Re: Why is cloak_passive false by default?
Posted: Thu May 26, 2011 1:28 pm
by Commander McLane
Smivs wrote:The problem here is the difficulty of controlling the cloak in NPCs. Basically it will switch on when the NPC is attacked and then not switch off again unless the NPC's energy gets too low. It (still) cannot be controlled by AI, and scripting control is difficult and complicated.
The case for AI commands "switch_cloak_on" and "switch_cloak_off" is compelling, but we're in a feature freeze, so.......
Currently the only way around it is the
cloak_passive
key, which is however
false
by default.
And by this we have gone full-circle, and have arrived at the starting point of this thread again.
Re: Why is cloak_passive false by default?
Posted: Thu May 26, 2011 7:07 pm
by m4r35n357
Currently experimenting with cloaked pirates in Furball (not all of them, otherwise they can't find each other!). Works very nicely actually
Re: Why is cloak_passive false by default?
Posted: Thu May 26, 2011 7:17 pm
by Eric Walch
m4r35n357 wrote:Smivs wrote:The problem here is the difficulty of controlling the cloak in NPCs. Basically it will switch on when the NPC is attacked and then not switch off again unless the NPC's energy gets too low........
hmm, I assumed that was what cloakAutomatic is for . . . well I'm finding out for myself anyway now
Yes, that is the reason that
cloakAutomatic
was added. No automatic on-switching of the npc cloak. When not-automatic, the cloak behaves like with the player. You only can activate it by script when a minimum amount of energy is available and it still switches of by itself when energy is almost exhausted.
Re: Why is cloak_passive false by default?
Posted: Thu May 26, 2011 10:24 pm
by Smivs
Looks like things have moved on. I was not aware of cloak_automatic. It'll help, for sure.
Re: Why is cloak_passive false by default?
Posted: Sun Jun 05, 2011 4:19 am
by CaptSolo
Thanks to the author of this thread I have added this line of code to my current shipdata.plist. I'm at the age where I may forget to turn the device off and I certainly do not want to destroy a pirate and not receive the obvious game bonus.