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StealthWhenCloaked
Posted: 29 Aug 2006, 12:01
by KDR_11k
Simple: When set to 1 it would make the unit invisible to the radar when cloaked. That would allow radar-undetectable cloakers that aren't stealthed when uncloaked. I don't think many mods intend for cloakers to be visible on the radar when cloaked. Could maybe use SeismicWhenCloaked as well to determine if it'd show up on a seismic detector then.
Posted: 29 Aug 2006, 12:55
by Gnomre
Abstract it to the script instead!
get/set CLOAKED and get/set STEALTH!
(If you can't tell by now, I always prefer power to be in the script where possible, since it's that much more flexible)
Posted: 29 Aug 2006, 12:59
by AF
hehehe put up a bounty =D
Posted: 29 Aug 2006, 14:11
by KDR_11k
Of course script access would be better but it seems tags are added much quicker. Get/Set STEALTH would be very useful for realism mods since stealth planes and helicopters lose their stealth when the bomb bay is open. Even better would be if the cloak button didn't change the cloaking state directly but called a script function and placed the burden on the COB to activate/deactivate cloaking or stealth when appropriate. I'd say the same about activation so a script can use On/Off and still set the ressource usage independent of that.
Posted: 29 Aug 2006, 15:16
by FLOZi
get/set CLOAKED would be very nice.