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Flying planes see cloaked units.

Posted: 17 Sep 2007, 16:50
by Pendrokar
As I understand then the cloaked unit is revealed when standing too close to enemy units collision/close sight cylinder not a sphere and thats why planes uncloak units that they directly fly over!
IMO this should be changed to react to spheres cause many ppl make fighters patrol around their base and it is impossible to get a cloaked+stealthy unit through that defence without noticing(well counting on patroling fighter count). Well in BA and CA the intrusion system is already enough!

Discuss -

Posted: 17 Sep 2007, 17:00
by Machiosabre
I think it'd be cool to have a tag like sensecloak or something, so taking BA as an example, fighters wont see anything where scouts and radar planes will.
though its not like BA has that many cloaking units to begin with.

Posted: 17 Sep 2007, 20:14
by DZHIBRISH
why would you need many cloaking units..

Posted: 17 Sep 2007, 20:16
by Neddie
Sensecloak=0 Detected as Cylinder?
Sensecloak=1 Detected as Sphere?

That might be interesting... could it be done?

Posted: 17 Sep 2007, 20:36
by imbaczek
0 should probably disable sensecloak altogether, 1 should be default, 2 spherical.

Posted: 17 Sep 2007, 20:36
by Neddie
Well, you know I'm no coder!

I'm not sure if Sensecloak is the best name for the tag, however...

Posted: 17 Sep 2007, 21:43
by Kloot
"seeCloakedUnits"?

(I have a patch written, just need
an acceptable name to sign it off.)

Posted: 17 Sep 2007, 22:00
by KDR_11k
seeDeadPeople=1;

Posted: 17 Sep 2007, 22:04
by Saktoth
probably 'DetectCloaked'.

A tag to just set it as yes/no would be best, the sphere stuff is probably way too complicated.

Posted: 17 Sep 2007, 23:25
by Neddie
Saktoth wrote:probably 'DetectCloaked'.

A tag to just set it as yes/no would be best, the sphere stuff is probably way too complicated.
I figure the Sphere stuff is easier than the cylinder. You set a point of origin and a radius. Bam.

Posted: 18 Sep 2007, 00:34
by imbaczek
Cylinder is the same, except you project everything on a 2d plane. Both are easy TBH.

Posted: 18 Sep 2007, 00:35
by Neddie
You don't set a height? Damn.

Posted: 18 Sep 2007, 05:21
by SwiftSpear
Cloaking is a mess in spring....

I can't imagine a mod that would use cloaking very proactively, it's just too awkward and improper the way it currently is.

Cloaked units can't get close to other units or they will be seen, yet unless they are meticulously micromanaged they will trudge right on into another unit in plain sight. Developmentally the systems for anticloaking are extremely hardcoded and those which are less restrictive use ridiculous workarounds (YAY, GIANT RED BLIPS FILLING THE ENTIRE MAP!) Radar basicly see cloaked units unless they are also "stealth" which presents a myriad of other problems. Basically, mod developers have very very little control over LoS and unit sight right now, with the exception of the cloak system, which is restrictive ass at best.

Posted: 18 Sep 2007, 13:39
by KDR_11k
Only the standard behaviour for cloaking is hardcoded, you can get/set CLOAKED in BOS and of course use Lua, if you want you can e.g. have an "uncloaker" gadget that makes all cloaked units uncloak if they get closer than a certain value to a detector.

Posted: 18 Sep 2007, 18:39
by Decimator
Do they still decloak if they get close to a unit? Of course, it's probably possible to set the uncloak radius rediculously small...

Posted: 19 Sep 2007, 01:10
by Dead.Rabit
i havnt read all the posts here but i always assumed that min distance was based on a collision sphere, not XY coords.

if not changing it to work on a collision-sphere or point-distance would be preferable, however this would take longer too calculate.

quickfix would be too have an fbi tag along the lines of candetectcloaked

this would be a good fix but as for how difficult it would be too impliment i dont know.

D.R

Posted: 19 Sep 2007, 01:41
by lurker
Longer to calculate? That's one mult and one add. Adding that fbi tag would take much more power. And even then it's nothing compared to the parts of spring that are actually computation heavy.

Posted: 19 Sep 2007, 03:32
by Saktoth
Only the standard behaviour for cloaking is hardcoded, you can get/set CLOAKED in BOS and of course use Lua, if you want you can e.g. have an "uncloaker" gadget that makes all cloaked units uncloak if they get closer than a certain value to a detector.
CA's sniper can fire while cloaked, etc.