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Cloak in buildings
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Topic: Cloak in buildings (Read 2365 times)
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Katusha
EIR Veteran
Posts: 989
Cloak in buildings
«
on:
September 03, 2011, 07:08:53 pm »
Is it possible to let units cloak in buildings?
You all know where I'm going with this with my trend of posts lately!
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Cloak in buildings
«
Reply #1 on:
September 03, 2011, 07:11:29 pm »
You can pop a camoed sniper into a building, and he'll remain camoed until he takes a shot. As soon as he does hes fair game and wont recamo till he jumps out of said buidling. Putting him on hold fire -> into a building = he wont shoot + cant be shot unless a unit moves close enough to decloak him.
Other then that, it wont work.
Derp, same thing with storms, but less useful.
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Cloak in buildings
«
Reply #2 on:
September 03, 2011, 08:03:36 pm »
pretty sure it can be done
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Cloak in buildings
«
Reply #3 on:
September 03, 2011, 09:03:06 pm »
It can be done, but the Building still displays as occupied. We could probably get around that but it would take time. Theres alot of "Really Cool. Do Want!" on the Agenda but we just can;t put the time to it until Doctrines are out.
I've been trying for a Booby trap rework for a long while now I almost had it figured out myself before I lost my HDD's
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Tymathee
Donator
Posts: 9741
Re: Cloak in buildings
«
Reply #4 on:
September 03, 2011, 10:24:25 pm »
but isn't the issue brn that you have to make it so units can cloak in any cover not just garrison and that opens a whole new bag of worms?
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
brn4meplz
Misinformation Officer
Posts: 6952
Re: Cloak in buildings
«
Reply #5 on:
September 03, 2011, 11:29:04 pm »
Worst case scenario you'd create a new type/mechanic, I know thats possible I've looked into it.
Barring that I think you can set other Requirements for the cloak to function.
Kinda similar to how we had to work some of the older mechanics to get them to work.
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