Cloakability tweaks?

Cloakability tweaks?

Requests for features in the spring code.

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Stealth870
Posts: 166
Joined: 13 Sep 2004, 00:25

Cloakability tweaks?

Post by Stealth870 »

Is being decloaked by aircraft built into the engine? Is it possible to change this to be a mod option or not? Right now, cloaked units don't seem to be of much use if they can be so easily targetted by anything (especially weapons with high AoE), or decloaked by a simple fighter overhead. If I recall correctly, the cloak "radius" is actually a cylinder? would it be possible to have the mod option of making it a dome, cone, or a cylinder of certain height?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Cloakability tweaks?

Post by Gnomre »

- Added the 'decloakSpherical' unitDef tag (defaults to true).
The alternative is cylindrical, I assume.

Of course, if the decloak radius is quite large or the aircraft in question is quite low, it'll still be decloaked by aircraft I guess.

[edit] Oh, and I forgot, but this one kind of applies to what you asked too:
- Added boolean FBI tag DecloakOnFire (default: 1)
Since we can also control cloak status via cob now, and you can detect which weapon hit a unit, you could easily set it up so the unit is Decloakonfire=0 but still decloaks if it's hit by any given weapon(s) you want.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Cloakability tweaks?

Post by kiki »

wow, decloak on fire is an option? Lulz at invisibly destroying a helpless player from the inside of his base out
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