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In the Nova Bible it says the mod value of 0x1000 will make the cloaking device do an area cloak. I modified the Fed cloaking device by typing 0x1000. I wanted to see my fighters cloak with me but they faded in and out of cloak and if they provoked a ship I would still be able to target them. If I remember correctly I think the cloak was also draining shields.... although it might have been fuel. Did I do something wrong? When it says a mod value of 0x1000 is that exactly what I type in?
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It doesn't seem to work that way. I've been using the templates instead of NovaTools interface for cloaks, as the input doesn't seem to do the same thing in both places. I assume some sort of conversion is being done, but haven't put the time in to figure it out.
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Yes I had almost the same thing happen to me.
This is what happened I made the cloak with the area cloak code in the mod values then when I ran it in the game it would cloak(fully) the ship in the 3rd position, and then all the others are in state of flux I would have to call it where the don't register as cloaked but fade in and out.
Weird :frown:
So if I type in 0x1000 using the template it should work?
I believe so. In fact, as soon as you close the window, it will convert to a different number, but will continue to work as you want it. I have a cloaking device that has 4097 as the modval, which translates to 0x1001 (fast fade and area cloak). It works fine.
For plain old area cloak, you'll want 4096 as the modval.
(This message has been edited by mrxak (edited 04-28-2002).)
Master List: ( Add together the values you want like normal decimal addition )
$0001 = 1 $0002 = 2 $0004 = 4 $0008 = 8 $0010 = 16 $0020 = 32 $0040 = 64 $0080 = 128 $0100 = 256 $0200 = 512 $0400 = 1024 $0800 = 2048 $1000 = 4096
For instance, if you wanted to add together $0800 and $0004, you could enter $0804 in the Modval template, or just enter 2052 (2048 + 4).
Thanks for the help mrxak.
No problem, I've had to do the conversions myself.