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Cloakable

From ModEnc²
Revision as of 11:49, 10 April 2025 by ATHSE (talk | contribs) (first pass)
Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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 played 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

[1]

But when InfantryTypes get ordered to attack the target far away InfantryTypes will periodically reveal itself. until reaching the goal

  1. 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.

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.
Of course, you can also use the new keys to disable it to maintain the same effect as their work in Yuri's Revenge

See also

CloakingStages

Sensors

SensorArray

RadarInvisible