ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Cloakable: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Testid123 (talk | contribs)
mNo edit summary
ATHSE (talk | contribs)
better
Line 4: Line 4:
|values=boolean
|values=boolean
|default=no
|default=no
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}},{{Categ|BuildingTypes}}
|types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}},{{Categ|BuildingTypes}}
|ra=yes
|ra=yes
|cs=yes
|cs=yes
Line 13: Line 13:
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}
Specifies whether this object has a cloaking device which can render it invisible to enemy objects without {{f|Sensors|yes|link}} or {{f|SensorArray|yes|link}}.
Specifies whether this object has a cloaking device, which can render it invisible to enemy units without {{f|Sensors|yes|link}}, or [[BuildingTypes|buildings]] without {{f|SensorArray|yes|link}}. This effect also applies to the mini-map, which will only show the revealed (uncloaked) state of the unit.
 
==In {{ts}}==
Strangely, despite [[TechnoTypes]] lacking {{f|Sensors|yes|link}}, they can still automatically attack units that have Cloakable=yes within range, as if there was no cloaking effect.
 
Unlike in later games, TS (and [[Firestorm]]) support Cloakable and [[CloakingSpeed]] tags on buildings, without any problems.
 
==In {{ra2}}==
Earlier games did not have submarines, and so the cloaking effect only applied to terrestrial units, but in RA2 the cloaking system was repurposed for the Soviet Attack Sub. As such, the sound effects were updated to reflect their aquatic nature, with the splash effect defined by [[CloakSound]] under [AudioVisual], played for both cloaking and decloaking.
 
The {{f|CloakStop|yes|link}} tag was added to keep a unit like the Attack Sub cloaked when firing or in ambush position.


{{Bugs}}
{{Bugs}}
*Setting this flag on unit which higher than ground will doesn't work, however granting them cloakability via {{f|VeteranAbilities|link}} or {{f|EliteAbilities|link}} does.
In RA2, a fully cloaked unit (presumably submarine) might still reveal itself when retaliating (enabled by {{f|CanRetaliate|yes|link}}), or if the target of attack is sufficiently far away from it.
<ref name="ares fixed">[[Ares]] has removed this hardcode, allowing the definition of the height for determining cloakable, and defaults it to the value of [General] > [[HoverHeight]]= used by hovering units.</ref><br>
 
*'''Cloakable=no''' will not work if [[TechnoTypes]] Gain abilities. '''Cloaking''' via {{f|VeteranAbilities|link}} and {{f|EliteAbilities|link}}<br>
Explicitly set Cloakable=no will be overridden if a unit gains the abilities through [[Veterancy|promotion]].
*Although <u><b>[[InfantryTypes]]</b></u> There will be <u><b><font style="color:#4169E1">Cloakable=yes</font></b></u><br>
But when <u><b>[[InfantryTypes]]</b></u> get ordered to attack the target far away <u><b>[[InfantryTypes]]</b></u> will periodically reveal itself. until reaching the goal<br>
*Causes [[InfantryTypes]],[[VehicleTypes]] to receive the attack cursor[[TechnoTypes]] even though they cannot actually attack (If the warhead is determined to attack It will attack normally).<br>[[File:Dog and Cloakable=yes.gif]]


==Nots==
[[SpeedType|Hovering]]/Flying units do not support Cloakable=yes, however granting them cloakability via [[VeteranAbilities]] or [[EliteAbilities]] is possible.
Strangely, for [[Tiberian Sun]], even though our units and buildings don't have {{f|Sensors|yes|link}} but can attack units that have <b>Cloakable=yes</b> immediately, as if there was no cloaking effect.<br>
*Ares has removed this hardcode, allowing the definition of the height for determining cloakable, and defaults it to the value of [[HoverHeight]] located under [General], used by hovering units. Therefore by default, just having Ares enables the logic for hovering units, and requires additional configuration to return to vanilla game behaviour.
(For [[Tiberian Sun]] and [[Firestorm]]) The <b>Cloakable=yes</b> and [[CloakingSpeed]] tags can be used with [[BuildingTypes]] without any problems.


==See also==
==See also==
<references/>
[[CloakingStages]]
That is to say, as long as you use [[Ares]], even if you don't make any changes, you can allow Hover units to use this logic normally.<br>
 
Of course, you can also use the new keys to disable it to maintain the same effect as their work in {{yr}}
[[Sensors]]
* [[Sensors]]
 
* [[SensorArray]]
[[SensorArray]]
 
[[RadarInvisible]]

Revision as of 12:13, 10 April 2025

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Cloakable
File(s): Rules(md).ini
Values: boolean
Default: no
Applicable to: InfantryTypes,VehicleTypes,BuildingTypes


Specifies whether this object has a cloaking device, which can render it invisible to enemy units without Sensors=yes, or buildings without SensorArray=yes. This effect also applies to the mini-map, which will only show the revealed (uncloaked) state of the unit.

In Tiberian Sun

Strangely, despite TechnoTypes lacking Sensors=yes, they can still automatically attack units that have Cloakable=yes within range, as if there was no cloaking effect.

Unlike in later games, TS (and Firestorm) support Cloakable and CloakingSpeed tags on buildings, without any problems.

In Red Alert 2

Earlier games did not have submarines, and so the cloaking effect only applied to terrestrial units, but in RA2 the cloaking system was repurposed for the Soviet Attack Sub. As such, the sound effects were updated to reflect their aquatic nature, with the splash effect defined by CloakSound under [AudioVisual], played for both cloaking and decloaking.

The CloakStop=yes tag was added to keep a unit like the Attack Sub cloaked when firing or in ambush position.

Bugs/Side-Effects/Unexpected Limitations

In RA2, a fully cloaked unit (presumably submarine) might still reveal itself when retaliating (enabled by CanRetaliate=yes), or if the target of attack is sufficiently far away from it.

Explicitly set Cloakable=no will be overridden if a unit gains the abilities through promotion.

Hovering/Flying units do not support Cloakable=yes, however granting them cloakability via VeteranAbilities or EliteAbilities is possible.

  • Ares has removed this hardcode, allowing the definition of the height for determining cloakable, and defaults it to the value of HoverHeight located under [General], used by hovering units. Therefore by default, just having Ares enables the logic for hovering units, and requires additional configuration to return to vanilla game behaviour.

See also

CloakingStages

Sensors

SensorArray

RadarInvisible