decloakOnX
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- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
decloakOnX
We currently have decloakOnFire for units which can be set to true or false and I'd like to also request the following:
decloakOnBuild
decloakOnReclaim
decloakOnRepair
decloakOnRestore
decloakOnCapture
decloakOnRessurect
I have need for decloakOnReclaim(false) for BA...
decloakOnBuild
decloakOnReclaim
decloakOnRepair
decloakOnRestore
decloakOnCapture
decloakOnRessurect
I have need for decloakOnReclaim(false) for BA...
Re: decloakOnX
A wee bit offtopic, but out of curiosity, which BA unit will be getting this miraculous power? The Comm? The old Core Commando?
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: decloakOnX
Toying with the idea of the Parasite/Infiltrator (corspy, armspy) being able to reclaim at a low rate (say +4-6 metal) and letting it reclaim while cloaked, that way you could ninja a Spy into an enemies base and suck some metal off a build site or factory until caught.
ps. in before "Reimplement the cloak command in lua"
ps. in before "Reimplement the cloak command in lua"
Re: decloakOnX
that sure is going to be fun, especially reclaiming enemy fusions which you just bombed to 1% hp :)
Re: decloakOnX
Its not really a useful ability, it's better to just emp straight away or try and stay alive (keeping distance from units & poking in sometimes). If youre next to some structure there's such a risk of being killed all the time, that a small amount of metal is quite meaningless in comparison. Then again it doesn't take anything away from what you can do so doesn't matter either way
If theres a 1%hp fusion, chances are they're repairing it faster than you will get to reclaim
If theres a 1%hp fusion, chances are they're repairing it faster than you will get to reclaim
Re: decloakOnX
lua it.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: decloakOnX
Can't be done in a clean way.FLOZi wrote:lua it.
Engine already has support for a bunch of cloak related tags including decloakOnFire.
Re: decloakOnX
Hmm, because of the stupid limitation of commandfallback ignoring standard commands. 
Re: decloakOnX
Probably would make more sense to expand DecloakOnFire to cover all self-induced decloak cases and then let the modders manually implement new decloak logic if they want more elaborate decloaking behavior than simple "when I do stuff" or "never". But I'm not an engine dev, and have no dogs in this fight.
Re: decloakOnX
FLOZi wrote:Hmm, because of the stupid limitation of commandfallback ignoring standard commands.
Still, you can detect nano activation in the unit script and then check the command queue.
Re: decloakOnX
cob it!FLOZi wrote:lua it.
Re: decloakOnX
cob can detect when the nano is used and toggle the cloak state, but how do you differentiate between different nano-using commands?zwzsg wrote:cob it!FLOZi wrote:lua it.
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Google_Frog
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: decloakOnX
Instead of a tag for every case I would prefer more lua control over cloaking. Something in lua unit scripts that can control cloaking in all situations would be good.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: decloakOnX
Simply tagging it makes a lot more sense though imo
Re: decloakOnX
Simply tagging minimumRange for weapons makes sense too, but 4 years on and we still don't have it. 
