GET CLOAKED in Script

GET CLOAKED in Script

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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

GET CLOAKED in Script

Post by SpikedHelmet »

I know it isn't possible to SET cloaking via script but is it possible to get it to see if the unit is cloaked?
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Should be another one-liner if its not there now.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I would prefer a more advanced cloaking system that allows cloaking to be generated/halted by external factors, so that we can have certain units being able to decloak others, such as having a Sith Lord being able to decloak any hidden Jedi. Allowing certain units to cloak others that could not otherwise do so could make for some interesting gameplay on certain devices, again sitting well with the force users for Star Wars Spring, or perhaps a Sergeant or something in 1944.

Such a system would be great to leave open so that when we finally get gaia players happening, mappers can actually make certain features cloak units, so that we can hide units in trees to lay ambushes, etc.

There's so much room for opportunity here that it would seem silly to just plug the current need with a one-line tag.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

The system you're referring to may be implemented later when full LUA script support rolls around.

Until then, a one-liner would do nicely.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

If damage decloaks units you could make a unit that checks for cloakable enemy units in its range and if any are found places a piece inside of them and spawns a very weak explosion.
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