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Invisibility to Science not working.

posted Jun 06, 2013 16:18:22 by matt.schillinger
I am trying to make specific enemy ships invisible to science and LRS/Tactical. LRS and tactical are working, but I have not seen success in making the enemey vessels invisible to science.

Here is a sample code snippet for just Science Invisibility, which is not successfully blocking Science from seeing the ship:

<create type="enemy" x="56731.0" y="0.0" z="32052.0" angle="191.4" name="KR10" raceKeys="Kralien enemy" hullKeys="medium Battleship" fleetnumber="1" />
<clear_ai name="KR10" />
<add_ai value="0.0" property="eliteAbilityState" type="ELITE_AI" name="KR10" />
<set_object_property value="2" property="eliteAbilityBits" name="KR10" />


Am I missing anything?
[Last edited Jun 06, 2013 16:18:50]
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6 replies
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JSpaced said Jun 07, 2013 08:58:50
Try creating a separate event AFTER the <create> event, that clears and sets the AI.
"We should give him the send-off he deserves. He died saving us all. Prepare a Rocket-Shed for immediate launch."
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matt.schillinger said Jun 07, 2013 14:01:24
Not having any luck. Here is my xml.

<event name_arme="Initiate Kralien Fleets - 1" id_arme="01593a3c-361e-4619-bd50-b138094b81ec" parent_id_arme="778c26cb-4bb0-46fd-acb3-61f767396727">
<if_variable name="Contact_Made" comparator="NOT" value="1.0" />
<if_timer_finished name="First_Contact_Timer" />
<!--Order of the Black Mog - INVISIBLE in Nebula when created.-->
<create type="enemy" x="56579.0" y="0.0" z="32404.0" angle="191.4" name="KR9" raceKeys="Kralien enemy" hullKeys="medium Battleship" fleetnumber="1" />
<create type="enemy" x="56731.0" y="0.0" z="32052.0" angle="191.4" name="KR10" raceKeys="Kralien enemy" hullKeys="medium Battleship" fleetnumber="1" />
<create type="enemy" x="56963.0" y="0.0" z="31812.0" angle="191.4" name="KR6" raceKeys="Kralien enemy" hullKeys="large Dreadnought" fleetnumber="1" />
<create type="enemy" x="57291.0" y="0.0" z="31868.0" angle="191.4" name="KR8" raceKeys="Kralien enemy" hullKeys="medium Battleship" fleetnumber="1" />
<create type="enemy" x="57635.0" y="0.0" z="32148.0" angle="191.4" name="KR7" raceKeys="Kralien enemy" hullKeys="large medium Battleship" fleetnumber="1" />
<!--Narthik Battle Fleet - INVISIBLE in nebula when created.-->
<create type="enemy" x="65435.0" y="0.0" z="37590.0" angle="81.3" name="KR11" raceKeys="Kralien enemy" hullKeys="large Dreadnought" fleetnumber="2" />
<create type="enemy" x="65535.0" y="0.0" z="37490.0" angle="81.3" name="KR12" raceKeys="Kralien enemy" hullKeys="large small Cruiser Light" fleetnumber="2" />
<create type="enemy" x="65635.0" y="0.0" z="37690.0" angle="81.3" name="KR13" raceKeys="Kralien enemy" hullKeys="large small Cruiser Light" fleetnumber="2" />
<create type="enemy" x="65735.0" y="0.0" z="37790.0" angle="81.3" name="KR14" raceKeys="Kralien enemy" hullKeys="large small Cruiser Light" fleetnumber="2" />
<create type="enemy" x="65835.0" y="0.0" z="37890.0" angle="81.3" name="KR15" raceKeys="Kralien enemy" hullKeys="large small Cruiser Light" fleetnumber="2" />
<!--Change ship AI so that they do not attack, but only move to POINT_THROTTLE near the station. Add full AI once the Artemis or Gridiron attacks a Kralien Ship.-->
<!--Add in communications.-->
<!--Create Initial Enemies Set to Attack Station-->
<create type="enemy" x="1187.0" y="0.0" z="85738.0" angle="191.4" name="KR5" raceKeys="Kralien enemy" hullKeys="small Cruiser Light" fleetnumber="0" />
<create type="enemy" x="1187.0" y="0.0" z="85738.0" angle="191.4" name="KR4" raceKeys="Kralien enemy" hullKeys="small Cruiser Light" fleetnumber="0" />
<create type="enemy" x="0.0" y="0.0" z="89506.0" angle="224.8" name="KR3" raceKeys="Kralien enemy" hullKeys="small Cruiser Light" fleetnumber="0" />
<create type="enemy" x="0.0" y="0.0" z="89706.0" angle="225.7" name="KR2" raceKeys="Kralien enemy" hullKeys="small Cruiser Light" fleetnumber="0" />
<create type="enemy" x="0.0" y="0.0" z="89206.0" angle="223.5" name="KR1" raceKeys="Kralien enemy" hullKeys="small Cruiser Light" fleetnumber="0" />
<clear_ai name="KR1" />
<clear_ai name="KR2" />
<clear_ai name="KR3" />
<clear_ai name="KR4" />
<clear_ai name="KR5" />
<!--Kraliens Initiate communications with TSN-->
<incoming_comms_text from="KR1" />
<!--Set morale variables and timers-->
<set_variable name="Fleet_0_Morale" randomIntLow="50" randomIntHigh="99" />
<set_variable name="Fleet_0_Total_Count" value="5.0" />
<set_timer name="Fleet_0_Retreat_Timer" seconds="8" />
<set_timer name="morale_timer_3" seconds="5" />
<set_timer name="morale_timer" seconds="5" />
<set_timer name="Reinforcements" seconds="800" />
<!--Kralien Fervor Initialization-->
<set_variable name="KR1_Fervor_Chance" value="0.0" />
<set_variable name="KR1_Action_Executed" value="0.0" />
<set_timer name="KR1_Action_Timer" seconds="5" />
<set_timer name="Kralien_Fervor_Timer" seconds="5" />
<set_variable name="Contact_Made" value="1.0" />
</event>


Followd by the next event, which should be setting eliteabilitybits.

<event name_arme="Initiate Invisibility to Hiding Fleets" id_arme="0678603c-f361-494e-90c1-2718c2a91624" parent_id_arme="778c26cb-4bb0-46fd-acb3-61f767396727">
<if_variable name="Invisibility_set" comparator="NOT" value="1.0" />
<if_variable name="Contact_Made" comparator="EQUALS" value="1.0" />
<!--Order of the Black Mog - INVISIBLE in Nebula when created.-->
<clear_ai name="KR9" />
<add_ai type="ELITE_AI" name="KR9" />
<clear_ai name="KR10" />
<add_ai type="ELITE_AI" name="KR10" />
<clear_ai name="KR6" />
<add_ai type="ELITE_AI" name="KR6" />
<clear_ai name="KR8" />
<add_ai type="ELITE_AI" name="KR8" />
<clear_ai name="KR7" />
<add_ai type="ELITE_AI" name="KR7" />
<add_ai type="FOLLOW_LEADER" name="KR9" />
<add_ai type="FOLLOW_LEADER" name="KR10" />
<add_ai type="LEADER_LEADS" name="KR6" />
<add_ai type="FOLLOW_LEADER" name="KR8" />
<add_ai type="FOLLOW_LEADER" name="KR7" />
<set_fleet_property property="fleetMaxRadius" value="15000.0" fleetIndex="1" />
<set_object_property property="eliteAbilityBits" value="6" name="KR10" />
<set_object_property property="eliteAbilityBits" value="6" name="KR9" />
<set_object_property property="eliteAbilityBits" value="6" name="KR8" />
<set_object_property property="eliteAbilityBits" value="6" name="KR7" />
<set_object_property property="eliteAbilityBits" value="6" name="KR6" />
<clear_ai name="KR11" />
<clear_ai name="KR12" />
<clear_ai name="KR13" />
<clear_ai name="KR14" />
<clear_ai name="KR15" />
<add_ai type="LEADER_LEADS" name="KR11" />
<add_ai type="FOLLOW_LEADER" name="KR12" />
<add_ai type="FOLLOW_LEADER" name="KR13" />
<add_ai type="FOLLOW_LEADER" name="KR14" />
<add_ai type="FOLLOW_LEADER" name="KR15" />
<set_fleet_property property="fleetMaxRadius" value="15000.0" fleetIndex="2" />
<set_object_property property="eliteAbilityBits" value="6" name="KR11" />
<set_object_property property="eliteAbilityBits" value="6" name="KR12" />
<set_object_property property="eliteAbilityBits" value="6" name="KR13" />
<set_object_property property="eliteAbilityBits" value="6" name="KR14" />
<set_object_property property="eliteAbilityBits" value="6" name="KR15" />
<set_variable name="Invisibility_set" value="1.0" />
</event>
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Mike_Substelny said Jun 07, 2013 16:01:32
I believe that the invisible to science flag has been disabled. IMO it was leaving the science officer out of the action in too many battles.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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matt.schillinger said Jun 07, 2013 18:04:02
Ah. Well, I was just using it As a temporary measure until a reveal event, but I suppose I can just as easily create the enemy ships upon te reveal event, and make te reveal condition based on the proximity to a point in space instead of proximity to a ship.

It would be nice if the documentation was up to date, and/or if there was an official wiki where those caveats can be documented.
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Mike_Substelny said Jun 07, 2013 22:35:54
You can make a generic object that is invisible to Science.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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matt.schillinger said Jun 08, 2013 00:16:05
Ah! Well a generic mesh won't help my ships, but I do have need of an invisible generic object. Thanks for the tip!
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