Stealth OXP

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This is a little mission OXP set in Galaxy 3, designed to showcase what can be done in Oolite v1.74 with scanner lollipop colours and the creation of stealth ships which do not appear (in this case programmed to only be visible when they are attacking prey).

A squadron of six experimental stealth Barracuda fighters have been stolen by a pirate gang and are preying on innocent traders. The navy needs someone to take care of business and take them out, and your name's in the frame. To kick off the mission, fly to the main station in the Beenbeor system.


For those who wish to replay the mission after trying it (either to repeat it, or if it was failed) then Stealth Reset OXP should be temporarily installed along with Stealth OXP itself. This will trigger a mission screen with the option to reset the mission variables.

See the readme in the OXP for more details. Once the reset has been completed successfully, the game should be saved and the reset OXP removed.


This OXP requires at least version 1.76 of Oolite.


  • Stealth is downloadable through the in-game Expansions Manager
  • Stealth v1.05 can be downloaded from Box.Net by clicking on the link.
  • Stealth v1.05 can also be downloaded from Alioth.Net (this wiki) by clicking on the link (downloaded 2958 times)


With thanks to another_commander for the implementation of the scanner functions in 1.74, and a nod to Frame for his discussions on stealth ships on the forum. Also thanks to bjasspa for the missing break's heads-up.

Thanks also to Mauiby de Fug for the bug report on the save/reload issue, and Stewart for the constructive write-up on v1.04 which lead to v1.05


This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with the following clauses:

  • Whilst you are free (and encouraged) to re-use any of the scripting, models or texturing in this OXP, the usage must be distinct from that within this OXP. Unique identifiers such as (but not limited to) unique shipdata.plist entity keys, mission variables, script names (, equipment identity strings (EQ_), description list arrays and entity roles must not be re-used without prior agreement. Basically if it's unique or would identify or overwrite anything in the original OXP, then you may not re-use it (for obvious compatibility reasons).
  • rebundling of this OXP within another distribution is permitted as long as it is unchanged. The following derivates however are permitted and except from the above:
  • the conversion of files between XML and openStep.
  • the merging of files with other files of the same type from other OXPs.
  • The license information (either as this file or merged into a larger one) must be included in the OXP.
  • Even though it is not compulsory, if you are re-using any sizable or recognisable piece of this OXP, please let me know :)

Version History

  • 26/03/2013 - Version 1.05, some script and message adjustments to make the objectives a bit clearer, and to notify that the mission will fail if the target system is left once the mission is active and the hunt underway.
  • 14/07/2011 - Version 1.04, tweaked script to make sure pirate base is added if player saves and reloads in mission system.
  • 02/03/2011 - Version 1.03, added a couple of missing break; commands to the script.js
  • 13/02/2011 - Version 1.02, removal of upper limit, to allow running with 1.75
  • 02/11/2010 - Version 1.01, bugfix correcting missing script element which spawns the base!
  • 13/06/2010 - Version 1.00, Initial release.