View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0006271 | Spring engine | General | public | 2019-08-06 01:39 | 2019-08-06 14:11 |
| Reporter | raaar | Assigned To | |||
| Priority | high | Severity | major | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Product Version | 104.0 +git | ||||
| Summary | 0006271: 104.0.1.1327 maintenance | cloak energy drain and recloak delay not working | ||||
| Description | the units are being able to recloak immediately after doing something disrupting. On previous versions there was a delay of a few seconds before they could recloak again. The wiki says: https://springrts.com/wiki/Gamedev:UnitDefs#Cloaking int cloakTimeout default: 128 The minimum time, in frames, between a decloak and subsequent re-cloak. setting the value on the unitdefs doesn't seem to have any effect. Cloaking also no longer drains any energy. | ||||
| Steps To Reproduce | metal factions 1.12, set the commander to cloaked and move it around, order to build and attack ground after enabling cloak. | ||||
| Tags | No tags attached. | ||||
| Checked infolog.txt for Errors | Irrelevant | ||||
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I've modified my game to work around these issues in a way similar to what was done here: https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_decloak_damaged.lua so it's not a big deal for my case anymore. Either way, these behavior changes should be more explicit on the change log and show up on the wiki. |
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what a nice opportunity for you to show some initiative and update the wiki yourself. duplicate of 0005906. |