I'm currently looking for a way to designate ship features specific to a hull, rather than a device installed on it... in this case, stealth.
Is it possible for a ship to have a stealth attribute, like Stealth Armor does, without actually having Stealth armor?
Special Ship features
I don't think so. "stealth" is an armor attribute, not a ship attribute.
A ship can be given a virtual device that does something (repair armor, refuel from sun, scan for loot in nearby wrecks, enhance any armor segment put on the ship with rad immune, etc).
A ship can be given a virtual device that does something (repair armor, refuel from sun, scan for loot in nearby wrecks, enhance any armor segment put on the ship with rad immune, etc).
It might be, give it a shot.
I think as long as the virtual armor segment is listed after all the others it will never be hit, the first one Transcendence finds with the appropriate angle takes the damage. You could use multiple stealth armor segments to increase the effect.
I think as long as the virtual armor segment is listed after all the others it will never be hit, the first one Transcendence finds with the appropriate angle takes the damage. You could use multiple stealth armor segments to increase the effect.
Well the game took the extra section of virtual armor without complaint... the problem is I don't know how to see it in action. Is there a way in the debug console to see what virutal items one has installed on the ship?
I attached an <OnInstall> event and, creating the ship, it is indeed installed. Huzzah! Fake Stealth Armor for everyone! I've also given it the SmugglersHold attribute, as it protects against scans too. I need to see how this works out
I attached an <OnInstall> event and, creating the ship, it is indeed installed. Huzzah! Fake Stealth Armor for everyone! I've also given it the SmugglersHold attribute, as it protects against scans too. I need to see how this works out
if you want to see the stealth in action there are two ways:
1. fly slowly towards an enemy and see how close you need to be before it sees you (good with worldships or ranx dreads).
2. spawn another of your ship (using GOD mod), tell it to wait, and fly away slowly until it's radar dot vanishes, past that distance the enemy won't see you, except for spawns and stations, which are unaffected by stealth.
I think there is a new "v" criterion that will also return virtual items, but don't quote me on that..
1. fly slowly towards an enemy and see how close you need to be before it sees you (good with worldships or ranx dreads).
2. spawn another of your ship (using GOD mod), tell it to wait, and fly away slowly until it's radar dot vanishes, past that distance the enemy won't see you, except for spawns and stations, which are unaffected by stealth.
I think there is a new "v" criterion that will also return virtual items, but don't quote me on that..
Well apparently SmugglersHold doesn't work with virtual items... they simply don't show up in objGetItems, therefore the script checking for them doesn't let it show up. Whether there is a criterion to show virtuals is kind of a moot point for this application... (but yes the stealth works fine)
And... to correct myself... as a virtual item the stealth armor doesn't appear to work! I created a copy of the ship and, as it flew off, I could clearly see it. Maybe having the armor having a 0 span did that... More testing is needed.
I may just end up using <OnUninstall> or something like that to reinstall it when removed, if it even exists.
I may just end up using <OnUninstall> or something like that to reinstall it when removed, if it even exists.
- stealthx
- Militia Lieutenant
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- Joined: Thu Jan 21, 2010 3:45 am
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What is the perception of your ship that is looking at the stealth ship?
Can you target the ship with the virtual stealth armor (targeting rom installed) even though you can see it?
Anyway cool idea
Can you target the ship with the virtual stealth armor (targeting rom installed) even though you can see it?
Anyway cool idea

I did a quick test, and it seems like for a ship to have stealth requires ALL armor segments to have the stealth attribute.
8 stealth plates = stealth, 7 stealth plates and a photo-organic = no go.
the quantum cpu can't be added by a virtual device either, for the same reason as the smuggler's hold attribute.
8 stealth plates = stealth, 7 stealth plates and a photo-organic = no go.
the quantum cpu can't be added by a virtual device either, for the same reason as the smuggler's hold attribute.
So my dream of a ship with integrated stealth technology AND upgradable armor seems to be a no-go. I came to the same conclusion last night. Too bad, too...
Maybe in 1.1 we can get george to give us the ability to add a stealth tag to other types of objects and items... like ships and shields
Maybe in 1.1 we can get george to give us the ability to add a stealth tag to other types of objects and items... like ships and shields