Restore the "CloakStop" function

Bug #894978 reported by Millennium
32
This bug affects 5 people
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

Well: >>Restore the "CloakStop function"

Tags: stealth
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pd (pdmail) wrote :

1)
This is a request board. Not a "please do this" board.
If I find stuff useful and I happen to know how to easily implement it, I'll do it, if I don't know how to do it, I'll push it further to the future, if I find it useless, I won't do it. ;)

2)
What is the "CloakStop" function?

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

There's a tag CloakStop= or something similar that doesn't work in RA2, apparently it doesn't work in TS either. Should be easy to implement (I think), it makes the unit cloak when stopped (again, I think).

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Bug Importer (bug-importer) wrote :

Are you talking about the same cloaking logig in CNC3's Nod commando?

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Millennium (kotaka) wrote :

1st: I did not mean to be rude with my request! I just didn't know what to write because I thought the title explained everything. If I have offended you, please accept my apologies!

2nd:
Well, CloakStop would have the effect of making a unit cloaked only when not moving - just like a regular Cloaked unit is cloaked as long as not attacking. This was apparently included in the TS logic, but something's wrong with it, because it won't work. But since it is explained as a working setting within the TS rules.ini file, I think there must be some corresponding logic in the code.

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Bug Importer (bug-importer) wrote :

So basically "DisguiseWhenStill", but for Cloak instead of Disguise...

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Renegade (renegade) wrote :

Severity -> feature. RTFM.

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Renegade (renegade) wrote :

Closing as suspended since feedback has been requested and there was no activity on the issue for more than four weeks.

Issue will be of lower priority if re-opened.

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Renegade (renegade) wrote :

Reopened as per request #bug:1152; low priority as noted.

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Black Temple Gaurdian (black-temple-gaurdian) wrote :

Thanks, 'tis a good feature and it'd be a shame to see it go to waist.

AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
milestone: 1.0 → 0.5
status: Incomplete → Fix Committed
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Starkku (starkku) wrote :

Appears to work in 13.258.551. Units with Cloakable=yes and CloakStop=yes will only be cloaked when stationary.

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FS-21 (jagarni1983) wrote :

Using the version 13.258.551 against ground hover units with:
Cloakable=yes
CloakStop=yes
I confirm that units are cloaked only when they are stopped.

Note: I can't use this "CloakStop" tag against air hover units as I said on another bug report related to the cloak logic.

Gluk-v48 (gluk-v48)
tags: added: stealth
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mevitar (mevitar) wrote :

13.260.385, CloakStop still doesn't work for BalloonHover=yes jumpjets units while they're inair.

Perhaps it's related to why jumpjet's turret always faces a certain direction - they think they can't complete their movement. But then, i tried pressing S, and while it does position their turret correctly, it still doesn't make them cloak on stop.

It works correctly for other units, including AircraftTypes on the pad.

Revision history for this message
AlexB (alexander-b) wrote :

Thanks for confirming. The feature should be working as in TS, so Cloak Stop is restored.

BalloonHover support is missing, but it can be taken as a separate feature request. It apparently needs to work around the locomotor always reporting as moving. Maybe it's the wobbling.

Changed in ares:
status: Fix Committed → Fix Released
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