decloakOnX

decloakOnX

Requests for features in the spring code.

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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

decloakOnX

Post by TheFatController »

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...
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: decloakOnX

Post by Pxtl »

A wee bit offtopic, but out of curiosity, which BA unit will be getting this miraculous power? The Comm? The old Core Commando?
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TheFatController
Balanced Annihilation Developer
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Re: decloakOnX

Post by TheFatController »

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"
==Troy==
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Re: decloakOnX

Post by ==Troy== »

that sure is going to be fun, especially reclaiming enemy fusions which you just bombed to 1% hp :)
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JohannesH
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Re: decloakOnX

Post by JohannesH »

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
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: decloakOnX

Post by FLOZi »

lua it.
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TheFatController
Balanced Annihilation Developer
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Re: decloakOnX

Post by TheFatController »

FLOZi wrote:lua it.
Can't be done in a clean way.
Engine already has support for a bunch of cloak related tags including decloakOnFire.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: decloakOnX

Post by FLOZi »

Hmm, because of the stupid limitation of commandfallback ignoring standard commands. :(
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Pxtl
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Re: decloakOnX

Post by Pxtl »

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.
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FLOZi
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Re: decloakOnX

Post by FLOZi »

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.
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zwzsg
Kernel Panic Co-Developer
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Re: decloakOnX

Post by zwzsg »

FLOZi wrote:lua it.
cob it!
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FLOZi
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Re: decloakOnX

Post by FLOZi »

zwzsg wrote:
FLOZi wrote:lua it.
cob it!
cob can detect when the nano is used and toggle the cloak state, but how do you differentiate between different nano-using commands?
Google_Frog
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Re: decloakOnX

Post by Google_Frog »

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.
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Forboding Angel
Evolution RTS Developer
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Re: decloakOnX

Post by Forboding Angel »

Simply tagging it makes a lot more sense though imo
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: decloakOnX

Post by FLOZi »

Simply tagging minimumRange for weapons makes sense too, but 4 years on and we still don't have it. :P
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