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Difference between revisions of "CloakingStages"

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{{DeeZireInclusion}}<br />
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{{Flag
The number of alpha stages (visual effect) to apply to an object that can cloak. Note that the 'cloaking' logic actually refers to the emerging and submerging logic for submarine and underwater units in Red Alert 2.
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|name={{PAGENAME}}
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|files={{Categ|ini=rules}}
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|types={{Categ|General}}
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|values={{values|unsigned integers}}
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|ts=yes
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|fs=yes
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|hp=yes
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|ra2=yes
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|yr=yes
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|ares=yes
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}}
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When an object cloaks/decloaks (or, in case of submarine units in {{ra2}}, submerges/emerges), it turns invisible/visible in steps of increasing/decreasing translucency. This flag determines the number of those steps.
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Higher number of stages means slower overall cloaking, adjusted further by {{f|CloakingSpeed|link}} for objects with [[Cloakable|inherent stealth ability]].  
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==See Also==
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* [[CloakingSpeed]]
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* [[CloakDelay]]
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* [[Cloakable]]

Latest revision as of 20:52, 19 March 2021

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: CloakingStages
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Applicable to: General


When an object cloaks/decloaks (or, in case of submarine units in Red Alert 2, submerges/emerges), it turns invisible/visible in steps of increasing/decreasing translucency. This flag determines the number of those steps.

Higher number of stages means slower overall cloaking, adjusted further by CloakingSpeed for objects with inherent stealth ability.

See Also