Comment 4 for bug 895180

Revision history for this message
Professor_Tesla (professor-tesla) wrote :

I would use this feature just for the sake of not having to hear the "water submerge" sound for land Stealth vehicles.
EDIT: I just looked and found that there is, in fact, a request made by Blade for this exact feature on the second to last page of issues. The number is #0000251.
EDIT 2: And I just realised that this particular request does not propose to add different cloak sounds.
EDIT 3: Gragh. So many edits. Blade's request does not propose to do what this one does. I would propose something like:

[CloakTypes]
0=Submarine
1=Stealth
2=StealthAircraft
3=Fudge
4=SpyStealth

[Submarine]
Sound={whatever the submarine submerging sound is called}
CanBeDetectedBy=_ANY_NAVAL_

[Stealth]
Sound={stealth shield activation sound}
CanBeDetectedBy=_ANY_VEHICLE_,YAPSYT

[StealthAircraft]
Sound={stealth shield activation sound}
CanBeDetectedBy=_ANY_STRUCT_,_ANY_VEHICLE_

[Fudge]
Sound={radiation death sound}
CanBeDetectedBy=_ANYTHING_

[SpyStealth]
Sound={stealth shield activation sound}
CanBeDetectedBy=DOG,SDOG,YDOG,YADOG

[STLTHTNK]
Cloakable=yes
Cloak.Type=Stealth

where the unit that uses a given kind of stealth can be detected by any unit listed in that stealth type's CanBeDetectedBy list IF the detecting unit has Sensors.