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IDProjectCategoryView StatusLast Update
0004133Spring engineGeneralpublic2013-11-15 18:44
ReporterKingRaptor Assigned ToKloot  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version95.0 
Target Version96.0 
Summary0004133: Cloaked units are hidden even under /globallos or Spring.SetUnitAlwaysVisible
DescriptionCloaked 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).
TagsNo tags attached.
Checked infolog.txt for Errors

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Kloot

2013-11-08 19:59

developer   ~0012013

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.

Google_Frog

2013-11-09 06:44

reporter   ~0012020

"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.

silentwings

2013-11-09 10:20

reporter   ~0012021

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.

Kloot

2013-11-09 12:25

developer   ~0012022

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.

FLOZi

2013-11-09 13:04

reporter   ~0012023

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.

KingRaptor

2013-11-09 13:06

reporter   ~0012024

>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.

PepeAmpere

2013-11-13 18:41

reporter   ~0012110

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
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