Complete Burow Logic

Bug #894913 reported by Wilson
20
This bug affects 3 people
Affects Status Importance Assigned to Milestone
Ares
In Progress
Wishlist
Renegade

Bug Description

Required tags to achieve a proper burrow logic.

-RadarInvisibleWhenDeployed=bool
Allow infantry to be radar invisible to all enemies when deployed.

-InvulnerableWhenDeployed=bool
Infantry deployers cannot take damage and are not legal targets when deployed.

-SelectableCombatantWhenDeployed=bool
Infantry deployers cannot be selected by enemy players and the selection box while hovering over the unit will not display. The owner can select and undeploy the infantry normally.

-FlatWhenDeployed=bool
All ground units can move over cells occupied by buried units as if they weren't there.

-Burrower=bool
All the above tags can be merged into one, but allowing them to be separate gives modders more freedom with the units.

Note: Having all the tags as well as the merged version gives the ultimate ease of use.

Revision history for this message
Renegade (renegade) wrote :

Cleared Product Version as
a) a selection is neither necessary nor sensible for a feature request, and
b) the selected version (1.01) made no sense at all.

Revision history for this message
LatwPAIT (latwpait) wrote :

I'd like to request these instead:

StealthOnDeploy=bool
FlatWhenDeployed=bool
InvunrableWhenDeployed=bool

Now, StealthOnDeploy removes the need for SelectableCombatantWhenDeployed and allows the unit to actually dissapear from enemy screens rather than just being unselectable. FlatWhenDeployed is necessary, and I'll let you keep InvunrableWhenDelployed= to couble with the tag that makes units undeploy after a certain time.

Revision history for this message
Wilson (icyson55) wrote :

First of all, it's "invulnerable" not "invunrable" as many people like to pronounce it.

Let me keep? These tags are meant to bury a unit underground making it completely invisible to the enemy and impossible to hit (except for a few specialized weapons) unless otherwise detected by sensors. e.g. Infantry.

Who are you to tell me what I can and can't have? StealthOnDeploy is stupid since many modders may not want to have the units be transparent and play the submarine submerge sound. You can very well make infantry invisible by simply having blank frames for the infantries deploy sequence. This burrow logic uses the Deploy sequence frames. It's easy enough to have blank frames.

Next time, disable RetardOnPost=true when you want to change somebody else's new logic.

Revision history for this message
LatwPAIT (latwpait) wrote :

I don't know, is that tag in [Internal] or [External]?

Blank frames have a small problem, I can't see the burrower myself...
Stealth will hide the unit from the A.I.'s targeting, simply making it invunrable to most weapons and radar invisible won't. The AI will just bring those units up and attack. Similary, a player could just order units cappable of attacking them to attack move in their general direction. It's the same reason stealth infantry are stealthed rather than having an empty SHP.

Revision history for this message
Wilson (icyson55) wrote :

It doesn't change the fact that the unit will still use the submarine sounds when burrowing. You can see your own burrowers on radar. You should also realize that giving them stealth is almost identical to a regular stealth unit, the only difference being that these units can't move. Also, there isn't supposed to be any delay in their attack when they undeploy. Cloaking would cause a delay and waste valuable ambush time.

Stop trying to hijack my logic and go post your own idea, before bad things happen.

Revision history for this message
Bug Importer (bug-importer) wrote :

howabout keeping all of your tags and adding

-StealthOnDeploy=bool
-StealthSoundOnDeploy=[default to Dummy]

this would allow for the modder to add a burrow sound to their unit, or not

Revision history for this message
Dracaveli (dracaveli) wrote :

If this is implemented, a scale down version of the marine unit from the Commandos Series would work perfectly.....shouldn't be to hard to do.....I've seen a few objects from that game in the cnc community.

Revision history for this message
Bug Importer (bug-importer) wrote :

stealth is not cloak

Revision history for this message
Bug Importer (bug-importer) wrote :

Yse, it's! From the building, is called "Stealth Generator" and the tags on it also refers to "Stealth", but uses same as Cloak, only not on itself, but others!

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