Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Deathstorm V2 on September 21, 2003, 02:52:46 pm
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I have Open 3.5.5_E and I'm confused. I've been told by several readme files that the Wireframe HUD can be activated with Ctrl+Alt+Q. When I do this... nothing changes.
Am I doing it wrong, or have I missed something again?
Before you all attack, I apologise once more.
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don't worry. we won't flame people if they've actually gone to the effort of looking for it.
i don't know. Ctrl+Alt+Q doesn't do anything for me, either.
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same here, neither do i have an idea how to use cloaking O.o
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I think it's CTRL+SHIFT+Q. Try the keys on the right-hand side.
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Cloaking? I think it is in cheat mode, though i can't remember which keys it was.
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~+X to cloak yourself
~+shift+X to cloak target
only works in opengl. which isn't up to date when it comes to shinemaps and stuff
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I need to look into fixing that for DX
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I think many people will also appreciate this feature becoming fully available rather than as a cheat, so it can be integrated in the ETS for the player, and into sexps and flags in FRED for mission designers, eventually. I realize that you've got other more important things to take care of first, but I think many would like to know that the team does plan to make this functional, like "we've still got X many things to get done first, but it is on the list, we do expect to get this working."
Later!
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Cloacking trivial?
It would be a great boon to mission designers and FREDers....
I see nothing trivial about it.
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Cloaking is the most awesome thing you have no idea how many times I wished I could cloak when I had to do all those suicide scanning missions in freespace >_<
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will the enemey be able to see me (on radar) if im cloaked?
or it it be just a really really neat visual effect
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Better if you could use it as a component which would drain off energy from you energy reserves. just a thought
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Originally posted by Falcon
Better if you could use it as a component which would drain off energy from you energy reserves. just a thought
its been discussed, i think
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The said discussion seemed to indicate that a new bar would be added to the ETS display, indicating cloak energy ratio (on any ship that has a cloak). There would also be a corresponding cloak power level indicator somewhere around your reticle like the weapon and afterburner indicator. Some people were suggesting that if one were to put all power to the cloak, it would allow the player to remain cloaked indefinitely, but limit the other 3 power usage areas. This would be ideal for a cloaked approach since you don't have to worry about running, getting hit, or having to fire a weapon. It has been suggested that if under cloak, you hit your burners, it would show up on an enemy hud and alert them to your presence. FRED would need to include cloaking sexps, as well as flags that mark a ship as cloaked upon its arrival or when the mission starts. It might even be possible to alter the arrival and departure cues for all ships so that where it lists methods of arrival, hyperspace, docking bay, etc, there is also an option to "Arrive From Cloak" so that a ship would uncloak in its selected position and orientation instead of warping in. You might also have to disable the warp effect for this (as you would for arrivals or departures from docking bays). In a broader sense, one would also have to have the cloak of a target ship fail if that ship sustains enough dammage. Unfortunately, allowing the AI to cloak and decoak as part of its combat tactics would require AI revisions which are something the SCP shies away from to remain compatible with existing campaigns.
Later!
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is there anywhere I can find info on what and why revamped AI would break bacom? (BACwards COMpadability)
Yeah, I know I can't spell to save my life, should add that to my sig some how.
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I don't think the problem is backwards compatability. I think the problem is that the SCP guys know that the AI code is hideously complicated and they have no desire to touch it :D
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:wtf: is backwards compatibility???!
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Not having a brand new FS2 engine which doesn't work with old missions.
If you alter with the fighter AI you could make the standard FS2 missions completely unbalanced. Like I said though I don't think that's the reason they don't do it though.
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Something I also remember from the discussion involves AWACS ships. Someone suggested that if an AWACS ship was present in mission, and the "set-awacs-distance" (or whatever) sexp was used, any enemy cloaked ship or object within the awacs range would show up as a flashing blip on radar. I also suggest that one could allow targetting of a cloaked enemy if the target is hit with a TAG missile, though you'd have to use dumbfire.
Later!