I am using cloak 2, and for whatever reason, if the unit has a cloak cost defined, that cost is deducted when this ctrl is initiated.Wiki wrote: Unit LOS
Spring.SetUnitCloak
( number unitID,
boolean cloaked | number scriptCloak,
[ number decloakDistance | boolean decloakAbs ] ) -> nil
If the 2nd argument is a number, the value works like this:
1:=normal cloak
2:=for free cloak (cost no E)
3:=for free + no decloaking (except the unit is stunned)
4>=ultimative cloak (no ecost, no decloaking, no stunned decloak)
The decloak distance is only changed if the 3th argument is a number or a boolean.
If the boolean is false it takes the default decloak distance for that unitdef,
if the boolean is true it takes the absolute value of it.
1 should do that, but not 2 3 or 4.
To reproduce, load up evo 1.6 on a map with trees, move an all terrain unit into the trees and you will be charged -2 energy for the entire time that that unit spends being cloaked.