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Area cloakers spend self-cloak energy when area-cloaked

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Date Editor Before After
4/16/2018 10:47:47 AMPLrankAdminSprung before revert after revert
4/16/2018 10:43:16 AMPLrankAdminSprung before revert after revert
Before After
1 [quote]Why there are 2 different states to begin with? 1 [quote]Why there are 2 different states to begin with?
2 \n 2 \n
3 Why cloakers have On/Off status and Area cloaker enabled/disabled?[/quote] 3 Why cloakers have On/Off status and Area cloaker enabled/disabled?[/quote]
4 {{{We're jammin': 4 {{{We're jammin':
5 I wanna jam it wid you. 5 I wanna jam it wid you.
6 We're jammin', jammin', 6 We're jammin', jammin',
7 And I hope you like jammin', too}}} 7 And I hope you like jammin', too}}}
8 \n 8 \n
9 The on/off toggle is for radar jamming. I believe in the past you could cloak without jamming ( affected units would still show up as radar dots) so two separate states made sense. Nowadays areacloak requires jammer but the two buttons were kept because it would require a bit of hackery to do the "natural" three-state button - the onoff toggle is two-state but it is the only way to use native jammin', so a three-state toggle would need to mess with the onoff state on its own. 9 The on/off toggle is for radar jamming. I believe in the past you could cloak without jamming ( affected units would still show up as radar dots) so two separate states made sense. Nowadays areacloak requires jammer but the two buttons were kept because it would require a bit of hackery to do the "natural" three-state button - the onoff toggle is two-state but it is the only way to use native jammin', so a three-state toggle would need to mess with the onoff state on its own. Patches welcome.