Modifiable cloak (visual) effects

Modifiable cloak (visual) effects

Requests for features in the spring code.

Moderator: Moderators

Post Reply
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Modifiable cloak (visual) effects

Post by SpikedHelmet »

Allow us content developers the ability to have different types visual cloak effects. The current ghosted/translucent geometry effect is old -- allowing modders the ability to have different effects, such as whispy bits of smoke, blurry Predator-like effects or (as in my case) completely remove the visual cloak effect altogether so that cloaked units appear the same (to the owning player) as uncloaked units.

EDIT: Also, allow units to be built cloaked. Units with init_cloaked will be visible while being built. Modoption?
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Modifiable cloak (visual) effects

Post by Satirik »

aren't the BA and CA cloaked units using a different effect ?
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Modifiable cloak (visual) effects

Post by Google_Frog »

EDIT: Also, allow units to be built cloaked. Units with init_cloaked will be visible while being built. Modoption?
+1 though I would like a separate tag for can be cloaked while built and "set to cloaked by default (current initCloaked)".
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Modifiable cloak (visual) effects

Post by SpikedHelmet »

Satirik wrote:aren't the BA and CA cloaked units using a different effect ?
You tell me.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Modifiable cloak (visual) effects

Post by Guessmyname »

They are. Or at least, CA is. It's a Refraction shader of sorts, hybridized with that X-ray thingie from the looks of it.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Modifiable cloak (visual) effects

Post by TradeMark »

SpikedHelmet wrote:EDIT: Also, allow units to be built cloaked. Units with init_cloaked will be visible while being built. Modoption?
side note: how could you turn on a computer when its processor has only half of the final compontents ready? :roll:

What youre suggesting is kinda like suggesting units able to shoot while they are being built... which is really unrealistic / illogical...
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Modifiable cloak (visual) effects

Post by zwzsg »

You're thinking as cloak as an active device. It doesn't have to, especially in 1944, which isn't about sci-fi high tech robot projecting cloacking field, but about resistants hiding in bushes.

If you wanna have a cloacked partisan infantry barrack, it's important that the unit under construction be cloacked, or else they'll give away the barrack position.
TradeMark wrote:... which is really unrealistic / illogical...
As opposed to the idea of building men?
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Modifiable cloak (visual) effects

Post by TradeMark »

zwzsg wrote:
TradeMark wrote:... which is really unrealistic / illogical...
As opposed to the idea of building men?
are you sure they are men, and not menbots?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Modifiable cloak (visual) effects

Post by Neddie »

Why are you making a realism argument against expanding the options and why are you badgering SpikedHelmet? Desist.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Modifiable cloak (visual) effects

Post by TradeMark »

it wasnt an argument, it was side note. now this is arguing...
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: Modifiable cloak (visual) effects

Post by Master-Athmos »

Couldn't you fake this? You'd just need to put the unit below the terrain just like it's e.g. done for transports. You then would need your friend and helper Lua to show the unit for the respective player(s) which e.g. already is done in the morphing gadget where you see the new shape of the unit while morphing. You'd just need to create that (visual) effect on your factory - just showing it to the player owning the lab and maybe his allies shouldn't be the problem...
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Modifiable cloak (visual) effects

Post by Guessmyname »

Actually, couldn't you just turn on cloaked in Create()? I'm sure some #defines were added a while back to allow control of cloak state on the fly...
Post Reply

Return to “Feature Requests”