05.05.2005, 11:04:24
if you defining a difference between stealth and cloak, then you will need to clone cloakgenerator to work with stealthgenerator tag, same but uses other cloaking sound. this is used on structures to make them cloak other nearby objects, whats the use of a stealth system where they make a unique sound, if when they enter and leave a cloaked base, they still make the ships cloaking sound?
also, if you creating a new stealth type, do you think that its possible to add a new stealth detection tag? so for example, a tank that can see cloaked ships, can't see stealthed units? and vica verca?
Sensors=yes, and then StealthSensors=yes?
also, would be usefull if you can make these tags work on buildings, if at all possible, because currently, there is no way to make a building see stealthed units.
oh, and i hope you not abandoning your tibtree code...
also, if you creating a new stealth type, do you think that its possible to add a new stealth detection tag? so for example, a tank that can see cloaked ships, can't see stealthed units? and vica verca?
Sensors=yes, and then StealthSensors=yes?
also, would be usefull if you can make these tags work on buildings, if at all possible, because currently, there is no way to make a building see stealthed units.
oh, and i hope you not abandoning your tibtree code...