| View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
|---|---|---|---|---|---|---|---|---|---|
| 0004133 | Spring engine | General | public | 2013-11-08 17:57 | 2013-11-15 18:44 | ||||
| Reporter | KingRaptor | ||||||||
| Assigned To | Kloot | ||||||||
| Priority | normal | Severity | minor | Reproducibility | always | ||||
| Status | resolved | Resolution | fixed | ||||||
| Product Version | 95.0 | ||||||||
| Target Version | 96.0 | Fixed in Version | |||||||
| Summary | 0004133: Cloaked units are hidden even under /globallos or Spring.SetUnitAlwaysVisible | ||||||||
| Description | Cloaked enemy units are invisible to the enemy, even if /globallos is active or Spring.SetUnitAlwaysVisible is called for the unit in question. This did not occur in 94.1. Ideally there would be a way to enable both the old and new behaviors (new behavior could be useful for e.g. a game with cloaked units but no fog of war).  | ||||||||
| Tags | No tags attached. | ||||||||
| Checked infolog.txt for Errors | |||||||||
| Attached Files | 
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 Notes	 | 
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		 Kloot (developer) 2013-11-08 19:59  | 
	
		globallos is not supposed to make them visible, cloaked units are *by definition* not in LOS. It is debatable whether alwaysvisible should override the cloaked state or not.  | 
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		 Google_Frog (reporter) 2013-11-09 06:44  | 
	
		"It is debatable whether alwaysvisible should override the cloaked state or not. " No it's not. If someone wants a cloaked unit to not be visible then they can just unset always visible when the unit cloaks.  | 
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		 silentwings (reporter) 2013-11-09 10:20  | 
	I agree that it's debateable, I wouldn't have expected globallos to make cloaked units uncloak. I would expect (not tested) that with /globallos you can see enemy cloaked units but they just have the 'cloaked' effect. | 
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		 Kloot (developer) 2013-11-09 12:25 Last edited: 2013-11-09 12:37  | 
	
		"No it's not." YES, IT IS. Explain why you would set a *cloaked* unit to *alwaysvisible* without DECLOAKING IT.  | 
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		 FLOZi (reporter) 2013-11-09 13:04  | 
	
		1. Using the cloaked visual effect to represent some other attribute 2. Showing a cloaked unit as part of a mission sequence The engine should be as flexible as possible, even if that requires game devs to look after things themselves from time to time.  | 
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		 KingRaptor (reporter) 2013-11-09 13:06  | 
	
		>Explain why you would set a *cloaked* unit to *alwaysvisible* without DECLOAKING IT. Exactly, why add the extra operation? Also note that as of 95.0.1-19-ge543904, there appears to be no way to actually prevent the decloaked unit from recloaking if it wants to (not even calling SetUnitCloak every gameframe), other than perhaps giving the unit a decloak order and removing its cloak cmdDesc.  | 
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		 PepeAmpere (reporter) 2013-11-13 18:41  | 
	btw, was solved that sub/cloaked unit sharing bug (if you share such unit, new owner dont see it).. i dont see any report about it here, so maybe it was not reported yet | 
 Issue History			 | 
		|||
| Date Modified | Username | Field | Change | 
|---|---|---|---|
| 2013-11-08 17:57 | KingRaptor | New Issue | |
| 2013-11-08 18:50 | abma | Target Version | => 96.0 | 
| 2013-11-08 19:59 | Kloot | Note Added: 0012013 | |
| 2013-11-09 06:44 | Google_Frog | Note Added: 0012020 | |
| 2013-11-09 10:20 | silentwings | Note Added: 0012021 | |
| 2013-11-09 12:25 | Kloot | Note Added: 0012022 | |
| 2013-11-09 12:37 | Kloot | Note Edited: 0012022 | View Revisions | 
| 2013-11-09 13:04 | FLOZi | Note Added: 0012023 | |
| 2013-11-09 13:06 | KingRaptor | Note Added: 0012024 | |
| 2013-11-13 18:41 | PepeAmpere | Note Added: 0012110 | |
| 2013-11-15 18:44 | Kloot | Changeset attached | => spring develop fe4b02ae | 
| 2013-11-15 18:44 | Kloot | Assigned To | => Kloot | 
| 2013-11-15 18:44 | Kloot | Status | new => resolved | 
| 2013-11-15 18:44 | Kloot | Resolution | open => fixed | 

	
