Page 1 of 1

Cloakability tweaks?

Posted: 13 Jan 2008, 00:25
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?

Re: Cloakability tweaks?

Posted: 13 Jan 2008, 00:28
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.

Re: Cloakability tweaks?

Posted: 13 Jan 2008, 22:25
by kiki
wow, decloak on fire is an option? Lulz at invisibly destroying a helpless player from the inside of his base out