quick questions about stealth/cloaking
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quick questions about stealth/cloaking
is there a way to make aircraft NOT reveal stealth and cloaked units when they fly over?
When a unit is cloaked/stealth, is it possible to temporarily disable stealth/cloaking for a short period and then have it go on again once say 1 second has passed?
Not a part of stealth/cloaking but
Is there a way to make the unit NOT have a radar icon but still be the standard visible when in LOS?
When a unit is cloaked/stealth, is it possible to temporarily disable stealth/cloaking for a short period and then have it go on again once say 1 second has passed?
Not a part of stealth/cloaking but
Is there a way to make the unit NOT have a radar icon but still be the standard visible when in LOS?
Re: quick questions about stealth/cloaking
Here are some quick answers (mods may want to split them if they are off-topic):
2: lups does this by drawing a shader that only lasts for maybe a second when cloak is interrupted, even if the cloak setting itself never turns off.
3: The is MinimapNoDraw or something similar.
2: lups does this by drawing a shader that only lasts for maybe a second when cloak is interrupted, even if the cloak setting itself never turns off.
3: The is MinimapNoDraw or something similar.
Re: quick questions about stealth/cloaking
1) the unit would be targeted if I just disable it's rendering.
2) I want the radar blips for that unit outside of los gone as well. Does this do that?
thanks in advance
2) I want the radar blips for that unit outside of los gone as well. Does this do that?
thanks in advance
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Re: quick questions about stealth/cloaking
1) Yes. ZK has spherical decloak ranges but I forget how it is achieved and my quick look did not find it. I suspect it is a modrule or unitdef thing.
2) Jools is a bit wrong here. LUPs just tells players the location of affected cloaked units, it has no effect on unit behaviour or mechanics. Here is my solution:
https://github.com/ZeroK-RTS/Zero-K/blo ... amaged.lua
I replaced the old cloak state icon with one which exists purely to set the desired cloak state of a unit. Then I am able to modify the cloak state with lua without making the UI bad. You want GG.PokeDecloakUnit.
3) Stealth means that a unit does not show up on radar. All you have to do is set a unit to be stealthed indefinitely. I think there is a unitdef tag for this.
2) Jools is a bit wrong here. LUPs just tells players the location of affected cloaked units, it has no effect on unit behaviour or mechanics. Here is my solution:
https://github.com/ZeroK-RTS/Zero-K/blo ... amaged.lua
I replaced the old cloak state icon with one which exists purely to set the desired cloak state of a unit. Then I am able to modify the cloak state with lua without making the UI bad. You want GG.PokeDecloakUnit.
3) Stealth means that a unit does not show up on radar. All you have to do is set a unit to be stealthed indefinitely. I think there is a unitdef tag for this.
Re: quick questions about stealth/cloaking
yeah but IIRC stealth follows the same rules as cloaking, that is aircraft flies over and it is revealed.
Re: quick questions about stealth/cloaking
It will be revealed by LOS but shouldn't be revealed by radar under any circumstance afaik
Re: quick questions about stealth/cloaking
Just remember to also use sonarstealth if you opt this route, or units will be visible by sonar...
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Re: quick questions about stealth/cloaking
smoth have you tried and failed to implement 1) and 3)? The stealth tag is very simple and seems to be unbreakable. I do not actually know how to make units decloak when aircraft fly over.
Re: quick questions about stealth/cloaking
Awesome.FLOZi wrote:It will be revealed by LOS but shouldn't be revealed by radar under any circumstance afaik
So now all I need to do is figure out how to stop aircraft from being able to fly over a cloaked unit and reveal it!
Google, in the past I played with cloaking/stealth but the aircraft flying over and revealing it stopped me from playing further. There is a possibility that has been changed since then :)
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Re: quick questions about stealth/cloaking
It is worth testing again. I recall an engine change from many years ago which added spherical decloak.
Re: quick questions about stealth/cloaking
nope because I would not have guessed that tag name to search for it begin with nor would I assume shit works like it is described. See weapon emits bug where I was told to work around it using shot counts etc because at some point emitters were broken for beam lasers
. Not that it matters, I did work around it and dropped the feature.. but I figured check here first rather than tag list as I was unaware that someone added the spherical tag.
even that being said, that doesn't change aircraft revealing cloaked units, it just adds a sphere.

even that being said, that doesn't change aircraft revealing cloaked units, it just adds a sphere.
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Re: quick questions about stealth/cloaking
So you want aircraft to not decloak things at all? I can see that being relevant if your aircraft fly low or you want really large decloak ranges. The feasibility of this depends on your parameters because I think large unit-in-sphere checks would be too slow to use for a luaed cloak system.
You need the tag that I describe here: http://springrts.com/mantis/view.php?id=2683
You need the tag that I describe here: http://springrts.com/mantis/view.php?id=2683
Re: quick questions about stealth/cloaking
Come come, it is under the 'cloaking' section of tagssmoth wrote:nope because I would not have guessed that tag name to search for it begin with nor would I assume shit works like it is described. See weapon emits bug where I was told to work around it using shot counts etc because at some point emitters were broken for beam lasers. Not that it matters, I did work around it and dropped the feature.. but I figured check here first rather than tag list as I was unaware that someone added the spherical tag.
even that being said, that doesn't change aircraft revealing cloaked units, it just adds a sphere.

Re: quick questions about stealth/cloaking
you would think but yeah, I am me.
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Re: quick questions about stealth/cloaking
1. Yeah, evo does itsmoth wrote:is there a way to make aircraft NOT reveal stealth and cloaked units when they fly over?
When a unit is cloaked/stealth, is it possible to temporarily disable stealth/cloaking for a short period and then have it go on again once say 1 second has passed?
Not a part of stealth/cloaking but
Is there a way to make the unit NOT have a radar icon but still be the standard visible when in LOS?
Code: Select all
-- Cloaking
cancloak = true,
cloakCost = 1,
cloakCostMoving = 2,
minCloakDistance = 70,
decloakOnFire = true,
decloakSpherical = true,
initCloaked = false,
-- End Cloaking
Code: Select all
int cloakTimeout Default: 128
The minimum time, in frames, between a decloak and subsequent re-cloak.