Additional cloak sounds/cloak types

Bug #894930 reported by Blade
This bug report is a duplicate of:  Bug #895180: Allow different types of stealth. Edit Remove
12
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Won't Fix
Wishlist
Unassigned

Bug Description

Currently the game is hard coded to use one sound for all unit cloaking events. This works fine for the game as shipped since only submarine type units cloak. However many mods want to add additional stealth ground units and having them sound like a sub submerging gives a less polished impression.

Tags: game sound units
Revision history for this message
sansko (sansko) wrote :

i like this one, we need more possibility for cloaking and this is a good addition for the more cloack types issue

Revision history for this message
Untrue (untrue) wrote :

Well, I also have an idea about cloaked units. Make cloaked units differ by terrains.

[TechnoType]
CloakedInTile=clear, rough, road, water, tiberium, weeds, beach, ice, railroad, tunnel ; rocks and walls are impassable. Unless if you want air or jumpjet units to cloak on them.
CloakedInOverlay=multiple declarations[OverlayTypes]
CloakedInSmudge=multiple declarations[SmudgeTypes]

It's like making a ninja unit. Making another tag IsNinja=bool would be rendered useless though since we have Cloakable=bool tag.

Revision history for this message
Renegade (renegade) wrote :

Closing this one in favor of #bug:525 because the latter went through DFD and thus has had plenty community vetting.

To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.