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decloakOnX

Posted: 25 Aug 2010, 00:22
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...

Re: decloakOnX

Posted: 25 Aug 2010, 00:26
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?

Re: decloakOnX

Posted: 25 Aug 2010, 00:32
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"

Re: decloakOnX

Posted: 25 Aug 2010, 01:47
by ==Troy==
that sure is going to be fun, especially reclaiming enemy fusions which you just bombed to 1% hp :)

Re: decloakOnX

Posted: 25 Aug 2010, 01:57
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

Re: decloakOnX

Posted: 25 Aug 2010, 03:01
by FLOZi
lua it.

Re: decloakOnX

Posted: 25 Aug 2010, 09:34
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.

Re: decloakOnX

Posted: 25 Aug 2010, 15:05
by FLOZi
Hmm, because of the stupid limitation of commandfallback ignoring standard commands. :(

Re: decloakOnX

Posted: 25 Aug 2010, 15:59
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.

Re: decloakOnX

Posted: 25 Aug 2010, 16:20
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.

Re: decloakOnX

Posted: 25 Aug 2010, 18:53
by zwzsg
FLOZi wrote:lua it.
cob it!

Re: decloakOnX

Posted: 25 Aug 2010, 21:52
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?

Re: decloakOnX

Posted: 26 Aug 2010, 10:34
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.

Re: decloakOnX

Posted: 27 Aug 2010, 02:01
by Forboding Angel
Simply tagging it makes a lot more sense though imo

Re: decloakOnX

Posted: 27 Aug 2010, 02:06
by FLOZi
Simply tagging minimumRange for weapons makes sense too, but 4 years on and we still don't have it. :P