Question - Cloak Device and Special Energy Usage
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posted on December 13th, 2012, 3:34 pm
Just a couple of quick question. If the cloaking device does not use special energy, will I need a replaceweapon to prevent special energy from recharging or is there some sort of variable in the cloak device that prevents special energy from recharging? Also, can a replaceweapon be used to switch to a ship that is always cloaked and back and have it look like a normal cloak and decloak event?
posted on December 13th, 2012, 3:42 pm
No Craft while cloaked will use specialEnergyRate.
I'm not sure what you mean by the second question exactly, but when autocloak is activated via replaceweapon it will look like a normal cloaking event. If you 'decloak' via replaceweapon, the ship will of course instantly regain its shields and lose its cloak.
I'm not sure what you mean by the second question exactly, but when autocloak is activated via replaceweapon it will look like a normal cloaking event. If you 'decloak' via replaceweapon, the ship will of course instantly regain its shields and lose its cloak.
posted on December 13th, 2012, 3:44 pm
Dominus_Noctis wrote:If you 'decloak' via replaceweapon, the ship will of course instantly regain its shields and lose its cloak.
But will it look like a normal decloak? Eg: Will it look as if you pushed a normal cloak button to decloak?
posted on December 13th, 2012, 3:46 pm
Nope, because you've instantly removed its cloaking device. An effect can only persist if the weapon is still present.
posted on December 13th, 2012, 4:38 pm
Well that's a bummer. I was hoping to make a vessel that can (1) fire a special weapon while cloaked (2) with a lower offensive value than what it would be if it was decloaked and (3) maintain the cloak/decloak effect.
PS: The vessel would have multiple weapons, with all but the special being deactivated while under cloak and the cloak reducing the effectiveness of the weapon.
PS: The vessel would have multiple weapons, with all but the special being deactivated while under cloak and the cloak reducing the effectiveness of the weapon.
posted on December 14th, 2012, 5:22 am
I wonder if adding the cloak to the decloak version would keep the decloak effect? but i doubt there's a way to prevent it from being activated normally at that point.
having the other weapons being deactivated when cloaked could be as easy as making them utility weapons with the same tooltips, perhaps edited slightly to note that they are currently inactive. would be a nice touch. i mean you could keep the originals, but having them say they're deactivated would be kinda cool. =)
having the other weapons being deactivated when cloaked could be as easy as making them utility weapons with the same tooltips, perhaps edited slightly to note that they are currently inactive. would be a nice touch. i mean you could keep the originals, but having them say they're deactivated would be kinda cool. =)
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