Cloaking outfit help

Howdy yall! I'm sure this has been asked before, but with the search feature down I guess I'll just have to be annoying, eh? Anyway, I have what I think is a big problem with my cloaking oütf. I do the norm, create a new oütf resource, make it a modtype of 17 for the cloaking device, and the set the modval at 1001 for faster cloak and area fading. But for some odd reason, when I equip this as standard on my cheat ship (manta) It always drops shields and drains fuel. I've just been equipping it directly to the ship in the shďp resc., but its not working. Any help is apprecieated. (and no, I don't know how to spell it)

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"I don't do .INI, .BAT, .DLL, or .SYS files. I don't assign apps to files. I don't configure peripherals or networks before using them. I have a computer to do all that. I have a Macintosh, not a hobby." -- Fritz Anderson

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Originally posted by PigDog4:
**Howdy yall! I'm sure this has been asked before, but with the search feature down I guess I'll just have to be annoying, eh? Anyway, I have what I think is a big problem with my cloaking oütf. I do the norm, create a new oütf resource, make it a modtype of 17 for the cloaking device, and the set the modval at 1001 for faster cloak and area fading. But for some odd reason, when I equip this as standard on my cheat ship (manta) It always drops shields and drains fuel. I've just been equipping it directly to the ship in the shďp resc., but its not working. Any help is apprecieated. (and no, I don't know how to spell it)

**

First, which editor are you using ?
And you can always check the Bible, it's in the doc folder of the Nova folder.

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STraven, creator of (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/show.pl?product=evn&category;=plugins&display;=date&file;=outfits_enabler_v1.1.sit")Outfit Enabler(/url).

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Originally posted by STraven:
First, which editor are you using ?
And you can always check the Bible, it's in the doc folder of the Nova folder.

I use Misson Computer X, as I find its much eaiser than using ResEdit. And I eat, sleep and read the bible as well.

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"I don't do .INI, .BAT, .DLL, or .SYS files. I don't assign apps to files. I don't configure peripherals or networks before using them. I have a computer to do all that. I have a Macintosh, not a hobby." -- Fritz Anderson

(This message has been edited by PigDog4 (edited 07-21-2003).)

(This message has been edited by PigDog4 (edited 07-21-2003).)

This problem has plagued many before you. Check out Slagblah's post in (url="http://"http://www.AmbrosiaSW.com/webboard/Forum9/HTML/004308.html#")this thread(/url) for the answer.

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"No man is an island ... he's a peninsula." - Jorma Kaukonen

(This message has been edited by Arturo (edited 07-21-2003).)

Ah, I think I kind of get it. Thank you. Rushes off to try it out

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"I don't do .INI, .BAT, .DLL, or .SYS files. I don't assign apps to files. I don't configure peripherals or networks before using them. I have a computer to do all that. I have a Macintosh, not a hobby." -- Fritz Anderson

I dont know if EVONE supports outfits now or not but if it does down load it and use that.

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-Unreal Centipede
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Need a minor plugin made? Email me! (url="http://"mailto:Unrealcentipede@yahoo.com")mailto:Unrealcentipede@yahoo.com(/url)Unrealcentipede@yahoo.com

That entry is what's called a 'bitmask', the values are in hex. So the '1001' should be entered as hex, not as an integer. If, for instance you, you wanted a cloak that drops shields (flag 0x0004) and disengages when you take damage (flag 0x0008) the sum of those 2 in hex would be 0x000b (b being the hex value for 12), and that's what you would enter into the field.

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Ok, thank you. Now I just gotta go find that one math site I saw during a math project that teaches hexidecimal and relearn it. But thank you for all of your help, all of you. This is why I love Ambrosia Web boards.

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"I don't do .INI, .BAT, .DLL, or .SYS files. I don't assign apps to files. I don't configure peripherals or networks before using them. I have a computer to do all that. I have a Macintosh, not a hobby." -- Fritz Anderson
"There are some people who learn from the mistakes of others. The rest of us have to be the others"--Unknown

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Originally posted by PigDog4:
**Ok, thank you. Now I just gotta go find that one math site I saw during a math project that teaches hexidecimal and relearn it. But thank you for all of your help, all of you. This is why I love Ambrosia Web boards.

**

Post it when you find it. I think I can do hex fairly well, but nothing's wrong with a refresher.

Oh... Hexidecimal NUMBERS, not spells... Oh well, post it anyway 🙂

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The bake sale to raise money for the car wash has been canceled due to confusion.

See (url="http://"http://www.AmbrosiaSW.com/webboard/Forum9/HTML/002642.html")hexadecimal hamburgers(/url) for a lucid explanation.

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Originally posted by Mehrunes:
**That entry is what's called a 'bitmask', the values are in hex. So the '1001' should be entered as hex, not as an integer. If, for instance you, you wanted a cloak that drops shields (flag 0x0004) and disengages when you take damage (flag 0x0008) the sum of those 2 in hex would be 0x000b (b being the hex value for 12), and that's what you would enter into the field.
**

Sorry, that is incorrect in this case. There are bit-mask fields in several resource parameters, but the ModVal for the cloak outfit isn't one of them. The ModVal for a cloak is a decimal integer. The confusion arises because the Nova bible documentation defines the cloaking functions in hexidecimal. Nonetheless, the ModVal field for the cloak needs a decimal integer. If you read closely Slagblah's post in the referenced thread, that is made clear. Thanks for trying to be helpful, but you might want to be sure the answer your giving is the correct one, lest confusion reign and we all get wet.

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(This message has been edited by Arturo (edited 07-22-2003).)

It's ok. I read through it to make sure it was the right info, instead of taking it for granted. You're right, its not hex, just hard to understand flags.

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"I don't do .INI, .BAT, .DLL, or .SYS files. I don't assign apps to files. I don't configure peripherals or networks before using them. I have a computer to do all that. I have a Macintosh, not a hobby." -- Fritz Anderson
"There are some people who learn from the mistakes of others. The rest of us have to be the others"--Unknown

Quote

Originally posted by Arturo:
**See hexadecimal hamburgers for a lucid explanation.

Sorry, that is incorrect in this case. There are bit-mask fields in several resource parameters, but the ModVal for the cloak outfit isn't one of them. The ModVal for a cloak is a decimal integer. The confusion arises because the Nova bible documentation defines the cloaking functions in hexidecimal. Nonetheless, the ModVal field for the cloak needs a decimal integer. If you read closely Slagblah's post in the referenced thread, that is made clear. Thanks for trying to be helpful, but you might want to be sure the answer your giving is the correct one, lest confusion reign and we all get wet.
**

Err, that's the definition of a bitmask field I.e. a number that is the sum of one or more binary values as each possible combination of those binary values produces a unique result. The easiest way to represent a bitmask is, of course, by showing the individual bits that comprise it, but displaying it in hex or integer format doesn't change what it is. The important thing is how it's used, that's what makes it a bitmask (or bitfield, bit array or whatever you want to call it), and the reason they're used is because they are an extremely efficient method for storing multiple boolean values.

Once the game gets a hold of the value it can query individual bits or use binary logic on it using another bitfield to easily determine which bits are set and which ones are not. The bitfield 'masks' any logic relying on bits being set that are cleared, or relying on bits being cleared that are set. The only difference between the bitmasks used in the flag fields those used by the requires and contributes fields in the game is that the flag fields are used internally by the game engine and, therefore, the user has no control over what they are tested against.

If anyone didn't understand any of that just ignore it, the last thing I want is more confusion (or anyone to get wet). 🙂

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Originally posted by Mehrunes:
**Err, that's the definition of a bitmask field
**

No one is disputing your definition of what a bit-mask is or is not.
What was in error is your allegation that...

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Originally posted by Mehrunes:
...that's what you would enter into the field.

The cloak ModVal entry requires a decimal integer value, not a hexidecimal bit-mask.
How the data is handled internally by the game-engine is irrelevant to the immediate problem at hand.
Understanding is a two-way street. You must first understand the question before you can begin to provide an understandable answer.

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- lost in the ozone again
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I was just responding to where you said, "There are bit-mask fields in several resource parameters, but the ModVal for the cloak outfit isn't one of them.". I could have just said that the phrase "There are hexadecimal fields in several resource parameters, but the ModVal for the cloak outfit isn't one of them." would've been right since the field still represents a bitfield albeit in integer format, but that's not quite as fun and exciting as boring and lifeless programmerese.

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