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The limits on Cloakable Buildings
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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Feb 10, 2018 5:57 pm    Post subject:  The limits on Cloakable Buildings Reply with quote  Mark this post and the followings unread

I am playing around with Are's cloakable buildings logic.

I understand there are limited tags in which work, and that now buildings can cloak themselves without being cloak generators. However, I am wondering as to the limitations.

Here are the tags I know about related to cloak.

Code:

Cloakable=
CloakingSpeed=
Cloakable.Stages=
CloakStop=yes ; doesn't apply to buildings


I wonder if I can make an instance of a building DeCloak when told to evacuate troops. Which I will combine with a tunnel system. Basically as the structure is commanded to eject its passengers, for the duration of the ejection I feel that the building should be uncloaked.

I wonder if this is possible?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Feb 10, 2018 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well the best I could come up with is something like this:
Code:
Primary=RadEruptionWeapon
Secondary=RadEruptionWeapon
DeployFire=yes
DeployFireWeapon=1


Obviously RadEruption is to be able to visually see it, but it does decloak on deploying. Be sure to give it a weapon that does almost no damage of course and FireOnce=yes so it doesn't keep firing it and staying decloaked. The only PROBLEM with this method is that it doesn't fire until all the passengers have exited the tunnel, so that's undesirable.

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