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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
|---|---|---|---|---|---|---|---|---|---|
| 0002683 | Spring engine | General | public | 2011-10-05 11:02 | 2018-02-11 14:22 | ||||
| Reporter | Google_Frog | ||||||||
| Assigned To | Kloot | ||||||||
| Priority | normal | Severity | feature | Reproducibility | N/A | ||||
| Status | resolved | Resolution | fixed | ||||||
| Product Version | 0.82.7+git | ||||||||
| Target Version | Fixed in Version | 104.0 +git | |||||||
| Summary | 0002683: new unit tag: Unhardcoded cloak detection behaviour | ||||||||
| Description | I would like control over how effective a unit is at detecting cloaked units. Currently it is hardcoded to modelRadius. In general algorithm for decloaking is shown below for the current system: If (distanceBetween(me, enemy) < enemy.modelRadius + me.minCloakDistance) decloak enemy.modelRadius should be replaced with a new unitdef tag called something like 'cloakDetectionRadius'. This value would default to modelRadius for backwards compatibility. The tag should be able to take negative values because a unit could be really bad at detection or even completely unable to detect cloaked units. | ||||||||
| Tags | No tags attached. | ||||||||
| Checked infolog.txt for Errors | |||||||||
| Attached Files |
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Notes |
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Kloot (developer) 2018-02-11 14:22 |
cloak behavior (energy drain, forced detection, etc) is now fully customisable via the AllowUnit{Cloak,Decloak} callins. |
Issue History |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2011-10-05 11:02 | Google_Frog | New Issue | |
| 2018-02-11 14:22 | Kloot | Assigned To | => Kloot |
| 2018-02-11 14:22 | Kloot | Status | new => resolved |
| 2018-02-11 14:22 | Kloot | Resolution | open => fixed |
| 2018-02-11 14:22 | Kloot | Fixed in Version | => 104.0 +git |
| 2018-02-11 14:22 | Kloot | Note Added: 0018801 | |


