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CloakingStages: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|ini=rules}} | |||
|types={{Categ|General}} | |||
|values={{values|unsigned integers}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
When an object cloaks/decloaks (or, in case of submarine units in {{ra2}}, submerges/emerges), it turns invisible/visible in steps of increasing/decreasing translucency. This flag determines the number of those steps. | |||
Higher number of stages means slower overall cloaking, adjusted further by {{f|CloakingSpeed|link}} for objects with [[Cloakable|inherent stealth ability]]. | |||
==See Also== | |||
* [[CloakingSpeed]] | |||
* [[CloakDelay]] | |||
* [[Cloakable]] |
Latest revision as of 18:52, 19 March 2021
Flag: | CloakingStages |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Applicable to: | General |
When an object cloaks/decloaks (or, in case of submarine units in Red Alert 2, submerges/emerges), it turns invisible/visible in steps of increasing/decreasing translucency. This flag determines the number of those steps.
Higher number of stages means slower overall cloaking, adjusted further by CloakingSpeed for objects with inherent stealth ability.