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Modifiable cloak (visual) effects
Posted: 25 Apr 2010, 02:13
by SpikedHelmet
Allow us content developers the ability to have different types visual cloak effects. The current ghosted/translucent geometry effect is old -- allowing modders the ability to have different effects, such as whispy bits of smoke, blurry Predator-like effects or (as in my case) completely remove the visual cloak effect altogether so that cloaked units appear the same (to the owning player) as uncloaked units.
EDIT: Also, allow units to be built cloaked. Units with init_cloaked will be visible while being built. Modoption?
Re: Modifiable cloak (visual) effects
Posted: 25 Apr 2010, 11:30
by Satirik
aren't the BA and CA cloaked units using a different effect ?
Re: Modifiable cloak (visual) effects
Posted: 25 Apr 2010, 16:07
by Google_Frog
EDIT: Also, allow units to be built cloaked. Units with init_cloaked will be visible while being built. Modoption?
+1 though I would like a separate tag for can be cloaked while built and "set to cloaked by default (current initCloaked)".
Re: Modifiable cloak (visual) effects
Posted: 26 Apr 2010, 02:45
by SpikedHelmet
Satirik wrote:aren't the BA and CA cloaked units using a different effect ?
You tell me.
Re: Modifiable cloak (visual) effects
Posted: 27 Apr 2010, 17:44
by Guessmyname
They are. Or at least, CA is. It's a Refraction shader of sorts, hybridized with that X-ray thingie from the looks of it.
Re: Modifiable cloak (visual) effects
Posted: 30 Apr 2010, 14:57
by TradeMark
SpikedHelmet wrote:EDIT: Also, allow units to be built cloaked. Units with init_cloaked will be visible while being built. Modoption?
side note: how could you turn on a computer when its processor has only half of the final compontents ready?
What youre suggesting is kinda like suggesting units able to shoot while they are being built... which is really unrealistic / illogical...
Re: Modifiable cloak (visual) effects
Posted: 30 Apr 2010, 15:07
by zwzsg
You're thinking as cloak as an active device. It doesn't have to, especially in 1944, which isn't about sci-fi high tech robot projecting cloacking field, but about resistants hiding in bushes.
If you wanna have a cloacked partisan infantry barrack, it's important that the unit under construction be cloacked, or else they'll give away the barrack position.
TradeMark wrote:... which is really unrealistic / illogical...
As opposed to the idea of
building men?
Re: Modifiable cloak (visual) effects
Posted: 30 Apr 2010, 15:19
by TradeMark
zwzsg wrote:TradeMark wrote:... which is really unrealistic / illogical...
As opposed to the idea of
building men?
are you sure they are men, and not menbots?
Re: Modifiable cloak (visual) effects
Posted: 30 Apr 2010, 19:59
by Neddie
Why are you making a realism argument against expanding the options and why are you badgering SpikedHelmet? Desist.
Re: Modifiable cloak (visual) effects
Posted: 30 Apr 2010, 22:56
by TradeMark
it wasnt an argument, it was side note. now this is arguing...
Re: Modifiable cloak (visual) effects
Posted: 02 May 2010, 02:43
by Master-Athmos
Couldn't you fake this? You'd just need to put the unit below the terrain just like it's e.g. done for transports. You then would need your friend and helper Lua to show the unit for the respective player(s) which e.g. already is done in the morphing gadget where you see the new shape of the unit while morphing. You'd just need to create that (visual) effect on your factory - just showing it to the player owning the lab and maybe his allies shouldn't be the problem...
Re: Modifiable cloak (visual) effects
Posted: 03 May 2010, 14:49
by Guessmyname
Actually, couldn't you just turn on cloaked in Create()? I'm sure some #defines were added a while back to allow control of cloak state on the fly...