Cloak Depending On State¶
Cloak Only If Standing Still (CloakStop)¶
In Tiberian Sun units were supposed to be made to cloak only when they
stopped moving using CloakStop=yes
. This tag was never actually working
though. Ares implements it.
Note
CloakStop=yes
is not supported for BalloonHover=yes
units. It does not work without Cloakable=yes
. CLOAK ability
will not be affected by it.
New in version 0.5.
Cloak Only If Deployed¶
Infantry can be made cloakable only when deployed. When undeployed, the infantry
will decloak again. This applies to all active cloaking abilities like
Cloakable=yes
or the CLOAK ability. Only Cloak Generators will
cloak the infantry even if not deployed.
[InfantryType]►Cloakable.Deployed=
(boolean)- Whether this infantry is only allowed to self-cloak when deployed. Requires
Deployer=yes
andCloakable=yes
. Defaults to no.
New in version 0.5.
Cloak Only If Powered¶
Powered=yes
buildings stay cloaked even if they have no power. This can
be changed using the following tag. This does not affect buildings cloaked by a
Cloak Generator.
[BuildingType]►Cloakable.Powered=
(boolean)- Whether this building will uncloak when shut down or in low-power situations. Otherwise the building will be allowed to cloak. Defaults to no.
New in version 0.5.
Disallow Cloaking¶
This can be used to create Tiberium Wars-style stealth generators like the Disruption Tower, which cloaks everything around but stays uncloaked itself, even if other Disruption Towers are placed nearby.
[TechnoType]►Cloakable.Allowed=
(boolean)- Whether this techno is allowed to cloak at all. If set to no, this techno is not allowed to be cloaked (neither through self-cloak nor through Cloak Generators). Defaults to yes.
If a unit is disallowed from cloaking, it will not receive cloak bonuses through crates. In case a crate provides the cloaking ability, it will fall back to money.
New in version 0.5.