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How to make units detect stealth
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Sep 16, 2009 8:33 pm    Post subject:  How to make units detect stealth Reply with quote  Mark this post and the followings unread

Sounds simple enough, but I haven't been able to get it to work. I'm trying to give an infantry unit stealth detection for a longer range than infantry normally have (which is about 1 square). I noticed the jumpjet infantry have a special key in firestrm.ini which enables this, but it doesn't seem to work for my unit. If it isn't possible to give infantry units stealth detection, how about vehicles? And can you give the detection certain range?

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Thu Sep 17, 2009 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread


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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Sep 17, 2009 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Its only for jumpjet trooper in FS

In ra2 they updated the code with SensorsSight= which does not work in TS/FS

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Sep 17, 2009 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried giving my infantry unit the key JumpJet=yes to make him use the JumpJetControls and hopefully gain the stealth detection in the process. Sadly it doesn't work either. Seems like another lazy ass job by the developers to make the CloakDetectionRadius key work for jumpjet troopers only Mad There must be some way to hack it for other units as well.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Sep 17, 2009 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another hack for the list...

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Sep 17, 2009 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe that sensors in TS work in conjunction with the Sight tag of the unit that has them.

(this is only deduced by logic, primarily in that some units have this as a veteran/elite tag in stock TS and if it didn't work by this means it either had a hardcoded value or just didn't work)

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Thu Sep 17, 2009 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sensors have a hard coded range of 1, regardless of the sight range. All infantry units have sensors by default. The units that gain sensors by elite status are the titan and tick tank, neither of which have sensors by default.

Only way I can think of getting the stealth reveal to work is by using the same line the jumpjet trooper has, CloakDetectionRadius=3. Sticking the line alone in another unit does nothing. Could try to make a copy of the jumpjet trooper, then edit his details and see if he retains the ability to detect stealth. If that doesn't work, then the ability is truly hardcoded into the JUMPJET unit name. In that case would have to replace the jumpjet trooper.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Sep 17, 2009 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The CloakDetectionRadius= key is just works for anything with the Jumpjet Locomotor...

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Thu Sep 17, 2009 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok I used the jumpjet locomotor with and without JumpJet=yes for the infantry I have, so it would be able to detect stealth. Works fine as long as you don't send him too far, since thats when he goes flying around like the jumpjet does. Is there any way to stop this? I tried altering the locomotor by changing some values of it, but it always results in an error. Could change the jumpjet controls, but that would make the jumpjet trooper not work anymore. Can anything be done to make a unit use the jumpjet locomotor but not go airborne?

Edit: ok scratch that, tried it out and the unit will only detect stealth when he is airborne, so it wouldn't help even if you got him to stay on the ground. Frustrating how closed minded the developers were with some things in the engine in terms of modding the game.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 17, 2009 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try something else

give the unit an active stealth detector by using the weapon.

Add to the weapon a particle system which does over a wide area -1 damage and then +1 damage. The damage forces the stealthed units in the area to uncloak, but then they are repaired again, so it's no ordinary weapon.

the only restriction is that you have to force fire for a "scan".

As an alternative you could also use the emp logic with a duration of only a second and in art.ini you give the "unit emp'ed anim" +1 damage so it uncloaks units.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Sep 17, 2009 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heh, thats pretty funny I was just doing what you suggested, using a sort of a launched drone to do the stealth revealing. Having problems with spreading the damage though, haven't got the hang of the particle systems yet. The EMP sounds like an easy solution, but one problem I can see with it is that it could force underground vehicles to surface. Will have to do some testing with this.

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