Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...
fl3nd3r

Undetectable unit for someone

Recommended Posts

Good morning,

I would like to make seal undetectable for some ships. The player will be able to attack the seal manually like with the spy. Can anyone give me some advice?

Share this post


Link to post
Share on other sites

I apologize for this other replay. I created a clone of the seal and gave it the Insignificant = 1 attribute. I'm close to my target .. but I don't know how to tell other units to detect insignificant units. .. or maybe I have to consider another way .. Thanks.

Edited by fl3nd3r

Share this post


Link to post
Share on other sites

the threat rating system doesnt really work to let only certain units appear as threats to only certain other units. you could make it work by adjusting the warheads and armors since units cannot even target things if their weapons warhead has a 0% versus against the armor type of the enemy unit, but the number of armors there is ingame is hardcoded and you cannot add any in vanilla ra2 / yr

Share this post


Link to post
Share on other sites

It's a shame .. it would have been perfect to complete my map. Thanks for the valuable info.

Share this post


Link to post
Share on other sites

Try this:

Insignificant=yes

sorry, didnt notise your post.. you already did it...

Edited by CCCP84

Share this post


Link to post
Share on other sites
On 1/17/2021 at 9:32 PM, CCCP84 said:

Try this:

Insignificant=yes

sorry, didnt notise your post.. you already did it...

Thanks, for now I have abandoned the idea :(

Share this post


Link to post
Share on other sites


Just a thought here.

Is it possible to make a new unit that is basically a Seal but only trainable from the Naval Yard and can only move in water? Then the next step would be to make it only detectable like subs and dolphins are.

I don't know if it's possible and it's not exactly what you want, but it would be deadly against some ships. 

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)
On 1/15/2021 at 6:12 AM, fl3nd3r said:

Good morning,

I would like to make seal undetectable for some ships. The player will be able to attack the seal manually like with the spy. Can anyone give me some advice?

On 1/15/2021 at 11:08 AM, McPwny said:

ce units cannot even target things if their weapons warhead has a 0% versus against the armor type of the enemy unit, but the number of armors there is ingame is hardcoded and you ca

 

On 1/15/2021 at 6:12 AM, fl3nd3r said:

Good morning,

I would like to make seal undetectable for some ships. The player will be able to attack the seal manually like with the spy. Can anyone give me some advice?

If you want, you can play with cloaking - Cloaking is very limited in ra2 but it does work
It also depends if you want the ai to attack your unit or not

Cloakable=yes
CloakingSpeed=10

(1 is fastest, 10 is slowest) 


Insignificant=yes - will mean any unit with this tag will be ignored by untis/ai until someone orders an attack on it

 

If you want the unit to be detected by another unit, you just give that unit these tags:

Sensors=yes

SensorsSight= ... whatever range you want it to be

These tags are used in the game for navy only but can be used on any unit

IIRC - Destroyers, squids, dolphins and subs are the only unit that can detect cloaked units as all submersible units are considered "cloaked"

[DEST]   - Destroyer can only 7 tiles away but "detect" 8 tiles away
Sight=7
Sensors=yes
SensorsSight=8


--- if you go down this path, you may try experimenting with removing the cloaked tags from submarines and the sensors from destroyers, but ofc this would change gameplay quite a bit

And like McPwny said, an alternative could be to mess around with armour types, perhaps make the seal special armour_1 and change the terror drone to light armour or something with 2hp

But im not sure if infantry can have that armour type - It would require a lot of thought about rebalancing the game and re-appropriating weapons



 

 

 

Edited by bbglas007

Share this post


Link to post
Share on other sites

Sensors= and SensorsSight= actually work independently of eachother and both arent needed. also, SensorsSight= is the tag responsible for that bug where a squids sometimes still uncloak enemy units on the tile where they were destroyed

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...