Cloakable
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| 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 objects without Sensors=yes or SensorArray=yes.
Bugs/Side-Effects/Unexpected Limitations
Setting this flag on unit which higher than ground will doesn't work, however granting them cloakability via VeteranAbilities or EliteAbilities does.
[1]
- Although InfantryTypes There will be Cloakable=yes
But when InfantryTypes get ordered to attack the target far away InfantryTypes will periodically reveal itself. until reaching the goal
- Causes InfantryTypes,VehicleTypes to receive the attack cursorTechnoTypes even though they cannot actually attack (If the warhead is determined to attack It will attack normally).
File:Dog and Cloakable=yes.gif
Nots
Strangely, for Tiberian Sun, even though our units and buildings don't have Sensors=yes but can attack units that have Cloakable=yes immediately, as if there was no cloaking effect.
(For Tiberian Sun and Firestorm) The Cloakable=yes and CloakingSpeed tags can be used with BuildingTypes without any problems.
See also
- ↑ 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





