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Sensor Stealth Mode
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CaptainKeyes

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Post Posted: 08-21-2005 02:47 PM Post subject: Sensor Stealth Mode

Ok, here's an idea I had - Sensor Stealth Mode. It's a sort of cloak, without a cloaking device.

When you hit the "Sensor Stealth Mode" button in Brex's or Miguel's menu, the glows on your ship turn off, your shields/weapons both go to 0%, and your engines and sensors both go to 10%. A script would turn the enemy's sensor range down to 25km or so, to simulate that your ship is hard to detect. The enemy would drop shields and weapons would go offline. They also would stop moving.

This would give you time to repair and such without being fire upon. If you powered weapons or shields, or increased power to engines or sensors, you would be detected and fired upon.

If possible, have a recursive timer count down from 1 minute. At the end of the one minute, there would be a 25% chance that the enemy would detect you and engage. If they didnt detect you, the timer would start again.

What do you think? Possible, useful, anyone want to do it?


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Post Posted: 08-21-2005 04:35 PM Post subject:

Instead of making all the enemys sensors go to 25km or something, it would be better to script some simple maths to check if the ship is within a 25km radius of your ship. If it is then make it visible to sensors, otherwise don't.

I might be wrong, but wasn't there already a powerdown mod very similar to this? Great idea all the same! Smile


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Post Posted: 08-21-2005 04:42 PM Post subject:

The 25km thing you mentioned is what I meant, I just had trouble finding a way to put it Razz

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wasn't there already a powerdown mod very similar to this?


I've searched for it and have seen it mentioned several times, although never a download of it, and as far as i can tell, all that does is turn off glows and turns off all systems, although I may be wrong


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Post Posted: 08-21-2005 06:58 PM Post subject:

CaptainKeyes wrote:
The 25km thing you mentioned is what I meant, I just had trouble finding a way to put it Razz

Quote:
wasn't there already a powerdown mod very similar to this?


I've searched for it and have seen it mentioned several times, although never a download of it, and as far as i can tell, all that does is turn off glows and turns off all systems, although I may be wrong


i dont think it was ever released due to being supremely buggy!


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Post Posted: 08-21-2005 08:39 PM Post subject:

I used to have it, worked fine for me.


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Post Posted: 08-21-2005 08:46 PM Post subject:

Ohh...right

Well I'd be interesed to have a go at scripting it, might take a look at some of the python syntax and functions used in the game script tonight if i get a chance.

Don't hold your breath! hehe


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Post Posted: 08-21-2005 08:57 PM Post subject:

Check the nano FX code for how to turn off glows.


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Post Posted: 08-21-2005 09:48 PM Post subject:

thanks man Smile


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Post Posted: 08-22-2005 01:58 AM Post subject:

captain_obvious wrote:

i dont think it was ever released due to being supremely buggy!

nope, mine works perfectly fine... madon pulled the public beta from way back when to fine tune it and perfect it a bit more...


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Post Posted: 08-22-2005 02:04 AM Post subject:

I made a start tonight and there is now a button that says "Power Down" in the menu. This (depending on the state on/off) will then Power Up or Power Down the ship.

I got that far, then I went to have a look in
Custom\NanoFXv2\NanoFX_ScriptActions
and i found two things of interest.
def TurnOnLights(pAction):
def TurnOffLights(pAction, pObject):

Could someone please explain how I can pass the correct object (ship) into this function?

Code:

def PowerUpShip(pAction = None):
    print("The ship has been powered back up!")
    pShip = App.Game_GetCurrentPlayer()
    TurnOnLights(pAction,pShip)


(oo and i have already imported Custom.NanoFXv2.NanoFX_ScriptActions)

Thanks Smile


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Post Posted: 08-22-2005 02:14 AM Post subject:

Forget it I figured it out Smile lol VB has so many creature comforts .. sheesh!

Should this code:
Code:

pShip = App.Game_GetCurrentPlayer()
gShip.SetTargetable(0)

Hide the ship from sensors?


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Post Posted: 08-22-2005 06:48 PM Post subject:

Quote:
I made a start tonight and there is now a button that says "Power Down" in the menu


It's not so much of a power down as a stealth mode. You still have sensors and engines. I meant it to be something you sneak up on the enemy with or sneak away from them with, rather than a spacedock-style power down.


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Post Posted: 08-22-2005 06:59 PM Post subject:

Curses! I've been secretly working on-and-off on a similar mod for several weeks, called Silent Running. It powers down everything to 5%, leaving the ship all but adrift, but it makes the ship much harder to detect.

Not having much luck getting my listeners to detect when the player powers the systems back up. I tell it to CallFunctionWhenConditionChanges, and it just decides that the bloody condition never changes.

I'll see if I can post my code in the near future. Not having it all right here on my Internet-enabled computer makes it difficult, though.


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Post Posted: 08-22-2005 07:39 PM Post subject:

Wobagger, perhaps we colabourate? It seems silly to have two mods that do the same(ilar) thing.

I could write the sensor range sub and then it coud be called by what u have done?


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Post Posted: 08-25-2005 09:00 PM Post subject:

I consent. Collaboration is awesome, so long as it isn't with the Cardies.

We should determine precisely what we wish to accomplish before beginning, though. As I understand it, this is what we have so far. Of course, I might get some of this mixed up with the stuff I've already scripted, but here goes:

1. Add a button to a menu (Brex?).
2. Cut power to subsystems (my version actually cuts available power from all three battery systems).
3. Shut down the running lights and/or glows using NanoFX (I haven't touched this yet).
4. Make the ship invisible to enemy sensors. (Cloaking?)
5. Set up several handlers that lead to automatic detection (range, weapons hit, and/or randomly timed discovery?)
6. Make the button allow power up again.
7. Power up, reactivate lights, make ship visible, and unload timers and/or variables.

Is that accurate-ish?

I've got a little done, so what say we swap code?


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Post Posted: 08-25-2005 09:39 PM Post subject:

Wowbagger wrote:
I consent. Collaboration is awesome, so long as it isn't with the Cardies.

We should determine precisely what we wish to accomplish before beginning, though. As I understand it, this is what we have so far. Of course, I might get some of this mixed up with the stuff I've already scripted, but here goes:

1. Add a button to a menu (Brex?).

Wahhey then! Mr. Green lol
Brex sounds good, we could either have a menu, perhaps the best idea. Or toggle buttons.
Quote:

2. Cut power to subsystems (my version actually cuts available power from all three battery systems).

Perhaps if we shut down the warp core and main power, then run off backups. Might add realism
Quote:

3. Shut down the running lights and/or glows using NanoFX (I haven't touched this yet).

Got it covered Wink Also with flickering for added effects. Would also be nice to have a powerdown cutscene? What do you think?
Quote:

4. Make the ship invisible to enemy sensors. (Cloaking?)

I am not sure about cloaking here, I tried this code
Code:
pShip = App.Game_GetCurrentPlayer()
pShip.SetTargetable(0)

but that didn't work, It was late tho - so i can probs get it to work - if not grovvel to someone who can! hehe

But if we can script a timer which runs every other second or so when power is off, this can then check with some simple maths if a ship is within X units radius of the players ship. If it is then
Code:
chancevar= App.g_kSystemWrapper.GetRandomNumber(2)
   if (chancevar > 1):
      pShip.SetTargetable(1)


Quote:

5. Set up several handlers that lead to automatic detection (range, weapons hit, and/or randomly timed discovery?)

Yes, brill! Perhaps we could create a sensor ghost type thing here too where another button (as an extention to this mod) makes "ghosts" of our ship appear randomly. More for gameplay than anything.
Quote:

6. Make the button allow power up again.

np Smile Should be fairly easy with a few globals to store settings of the previous state
Quote:

7. Power up, reactivate lights, make ship visible, and unload timers and/or variables.

I think that when we power down it would be nice to get Red Alert working, so the bridge darkens aswell. Would be a nice touch.
Quote:

Is that accurate-ish?

I've got a little done, so what say we swap code?


Sure! Do you have MSN? lol


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Post Posted: 08-27-2005 07:54 PM Post subject:

Okay. I was screwing around with this over the last couple of days (as the beginning of classes looms, it's been harder to find spare time), and I found that
Code:
pPlayer.SetTargetable(0)
actually does do what it's supposed to: it makes a ship untargetable. However, if the ship has already been targeted, it remains a target to the attacking vessel only, and, if the attacker retargets, he won't be able to target the ship again.

I'm working on a way to flicker enemy sensors to try to force them to retarget.

For making the ship go to red alert, would that be:

Code:
ShipClass.SetAlertLevel(2)
?

I do indeed have MSN. Screen name is Wowbagger, but I am rarely on IM. Tee hee. Little joke in there.


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Post Posted: 08-27-2005 08:19 PM Post subject:

Yea school is looming... I have some coursework to knock on the head in the next week and entertain a certain female before we go back to school so I will be probs quite chokka block. But after then things should ease up.

Great news about the
Code:
 pPlayer.SetTargetable(0)

I'll give the red alert a try.
About flicking sensors, you could try a modified version of what nano did at
BC\scripts\Custom\NanoFXv2\NanoFX_Lib.py
for the flicker sequence, to find out how to queue the event sequence.

So what we need now is a plan of action.
Any thoughts?


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Post Posted: 08-27-2005 08:51 PM Post subject:

Looks pretty interesting. Reminding: ask nano for permission! Btw, always availible as beta-tester Mr. Green .

G.


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Post Posted: 08-27-2005 08:55 PM Post subject:

hehe Mr. Green
As far as I am concerned you would be most welcome.


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Post Posted: 08-29-2005 08:56 PM Post subject:

lost_jedi wrote:
So what we need now is a plan of action.
Any thoughts?


Plan of action. Hmm. First, let's capitalize it: Plan of Action.

Excellent.

I think I'm nearing the completion of a very, very basic version. So how about I wrap that up at the earliest possible date, then post it here and let you have a look at it. We should be able to lick this within two weeks that way.


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Post Posted: 08-29-2005 09:02 PM Post subject:

Sure thing

This is what i had so far. It disables glows and flickers them to turn them back on.
Code:

#################################
#   Power Down Mod  0.01         #
#   John Hardy aka Lost_Jedi    #
#            #
#################################

import App
import MissionLib
import Foundation
import Custom.NanoFXv2.NanoFX_Lib
import Custom.NanoFXv2.NanoFX_ScriptActions
import Bridge.BridgeUtils

mode = Foundation.MutatorDef("Power Down Ship")

# Setup a few variables
PowerStatus = "ON"

PowerDownButton = None
ET_POWER = App.Mission_GetNextEventType()

class PowerDownTrigger(Foundation.TriggerDef):
   def __init__(self, name, eventKey, dict = {}):
      Foundation.TriggerDef.__init__(self, name, eventKey, dict)

   def __call__(self, pObject, pEvent):
      global PowerDownButton
      global PowerStatus
                ## print("Testing Testing 123!")
                ## Power Down Code Goes here

                if(PowerStatus == "OFF"):
                    PowerStatus = "ON"          # Toggle the power mode
                    ##print(PowerStatus)
                    PowerUpShip()
          return                      #Prevent The Button Swapping Back
      
                if(PowerStatus == "ON"):
                    PowerStatus = "OFF"          # Toggle the power mode
                    ##print(PowerStatus)
                    PowerDownShip()
          return                      #Prevent The Button Swapping Back


           
PowerDownTrigger("Power Down", ET_POWER, dict = {"modes": [mode]})

def PowerDownShip(pAction = None):
    print("The ship has been powered down!")
    pShip = App.Game_GetCurrentPlayer()
    Custom.NanoFXv2.NanoFX_ScriptActions.TurnOffLights(pAction,pShip)       #Turn the lights off
    gShip = MissionLib.GetPlayer()
    gShip.SetTargetable(0)      #Hide me
   
def PowerUpShip(pAction = None):
    print("The ship has been powered back up!")
    pShip = App.Game_GetCurrentPlayer()
    pSequence = App.TGSequence_Create()     #Create a sequence
    pSequence.AddAction(Custom.NanoFXv2.NanoFX_Lib.CreateFlickerSeq(pShip, 1.5), App.TGAction_CreateNull(), 0.4)
    MissionLib.QueueActionToPlay(pSequence)

    Custom.NanoFXv2.NanoFX_ScriptActions.TurnOnLights(pAction)              #Turn the lights on
    gShip = MissionLib.GetPlayer()
    gShip.SetTargetable(1)      #SHOW me
   
def HideFromView(pAction = None):
    print("The ship has been hidden from sensors!")
    pShip = App.Game_GetCurrentPlayer()
   
   
def RestoreButton(pAction = None):
   global PowerDownButton
   PowerDownButton.SetEnabled()
   return


class PDGUIInit(Foundation.TriggerDef):
   def __init__(self, name, eventKey, dict = {}):
      Foundation.TriggerDef.__init__(self, name, eventKey, dict)

   def __call__(self, pObject, pEvent):


            if(mode.IsEnabled()):
               global PowerDownButton, ET_POWER

            if(PowerDownButton):                         #Prevent LOOOOADS of copies of the button
               PowerDownButton.SetNotVisible()      #by testing to see if its been used

            person = App.CharacterClass_GetObject(App.g_kSetManager.GetSet("bridge"), "Helm")

            PowerDownButton = Bridge.BridgeUtils.CreateBridgeMenuButton(App.TGString("Power Down"), ET_POWER, 0, person)
            PowerDownButton.SetVisible()
            pMenu = Bridge.BridgeUtils.GetBridgeMenu("Helm")
            pMenu.PrependChild(PowerDownButton)
            PowerDownButton.SetVisible()

PDGUIInit("PD GUI Init", App.ET_OBJECT_CREATED, dict = {"modes": [mode]})


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Post Posted: 08-30-2005 03:22 PM Post subject:

all this sounds like what KA and SFC did with it's ECM [Electronic Counter Measures] & ECCM [Electronic Counter-Countermeasures] Razz

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Post Posted: 08-30-2005 11:39 PM Post subject:

Whoa. That's all like... class-y.

Seriously, where did you get this method of button scripting? It looks like it's adapted from some of the autoload files. In any case, it looks very cool, and therefore is, of course, almost utterly incomprehensible to me.

I adapted a goodly spot of your code (esp. those great NanoFX scripts) and put them in a file that belongs in the QBautostart. In testing, this version worked pretty well, but, for the moment, I have added in no sequence at start or finish. I don't even have a sound effect; just the glows reactivating.

At the moment, you can enter Silent Running (as I have it named) only when roughly 20 km (approx. 100.0 world units) away from the nearest enemy. Glows deactivate. The warp core is non-explosively and temporarily destroyed, main power drops to 10%, and the ship runs off batteries.

You can then be detected by getting within roughly 5 km of an enemy ship, being hit by a random weapon, somehow repairing your warp core, firing a weapon yourself, or just waiting until a random sensor sweep catches you (determined by a random number between 1 and 540, divided by the number of enemy ships in the set. With 3 enemy ships in the fight, the average detection time is 90 seconds). Once you are detected, the main computer automatically resets your power settings to optimal red alert levels, and the glows reactivate.

The script goes in scripts/Custom/QBautostart.


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Post Posted: 08-31-2005 12:34 AM Post subject:

Ok, this is probably something I did, but I installed this and no button showed up Confused

I was using FBCMP 0.8


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Post Posted: 08-31-2005 12:42 AM Post subject:

Does the same for me... no button


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Post Posted: 08-31-2005 12:50 AM Post subject:

or better yet which menu is it sopposed to be in ??


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Post Posted: 08-31-2005 12:53 AM Post subject:

Engeneering from the looks of the ESR screenshots


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Post Posted: 08-31-2005 12:56 AM Post subject:

well there is a cool thing that i mentioned to USS Sovy about that when i hit the sensor button to turn off the sensors miugel says "main deflector is offline " so i looked at the ships deflector and the light map 4 it was turned off but neways back to topic


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Post Posted: 08-31-2005 02:31 AM Post subject:

well ive also tried this and theres no button from what i can see hmmmmm.....

:sorry 4 double postin:


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