"Cloakable=yes" does not work on spawned aircraft.
Bug #1051472 reported by
raptor1859
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
New
|
Undecided
|
Unassigned |
Bug Description
Although "Cloakable=yes" now works fine with AircraftTypes (apart from the "only recloak after returning to base" bug), when said aircraft is called in, airstrike-style (think Boris's MiGs and Spyplane), it is decloaked.
*I don't think the problem is with the "Spawned=yes" tag, as I tried it on my F-35s, which are player-buildable (and are cloaked when built from the Airpads), but the planes were still decloaked when called in for an airstrike.
Changed in ares: | |
milestone: | 0.5 → none |
To post a comment you must log in.
It's because the airstrike mission via spyplane has the planes attack a specific, cell.
Ares did not fix the bug in which aircraft declock once they have chosen a target. Since the sw has to call that "cell" a target from the beginning of the spyplane mission, they declock the second they are spawned.
It's to bad aircraft airstrike sw never got more attention as I think a Sw which spawn a bunch of aircraft to guard an area from enemies would be really cool, but that would be a future feature request or expansion on the current system. The aircraft only ever target a single cell, and if the "enemy" a human knows your trying to take out his war-factory he can sell it the first signs of a plane hitting it with a missile. The temporary fix for this, airstrike with bomb-run style bombardment as it spreads the airstrike missions attack.