Not always. I've had observers stay in someone's base the whole game almost and they never knew it was there. I could even bring in DTs and they wouldn't respond for a while because they wouldn't know where to scan or where to look. It only shows up when they move and even then some miss it because they don't train their eyes for that. Also they have to balance it somehow.
Would like to necro bump this... I have a semi working solution, which is to mark units as both Cloaked and Buried - the latter suppresses the blur. The problem then is that the unit doesn't look cloaked when detected (either by it's owner or an actual detector), so the next step was to set the opacity, linked with the cloak effect, to emulate in a cheap fashion the cloaked effect when detected.
It really isn't ideal, however. It doesn't look as good, plus gives it does not let you have a harder-to-see version of the blur.
I've stumbled across an actor term that sounds as if it should be useful:
ViewerTreatsUnitsAs: Detected.
With my limited knowledge of actors, it seems as theoretically it should be possible to do the actor equivalent of:
On Set Visibility:
-> if(ViewerTreatsUnitsAs: Detected)
>Clear Opacity
->else
>Set Opacity 0.1 or w/e
Now, here is where it gets complicated - the cloak/blur actor (that is what it seems to be) sets the opacity as part of creating the effect, both on cloak and uncloak. It also has precedence over your own, user defined Opacity settings.
To see this, make/use a unit with a cloak ability, and set (in it's actor) Actor Creation: Set Opacity 0.25. When the unit cloaks, the cloak effect overrides your opacity setting, and when it decloaks, the opacity is set to 1 for a brief period before your opacity setting is restored.
All I can say is this feels like a bug, or at least is a disappointing implementation. The cloak effect should be linked like a normal actor, and be editable - instead it seems to be both immutable and obfuscated.
The other option is creating an actor which emulates the Cloak... but I really don't know how to do some of the effects for it.
is it possible to remove that blur from the cloak (when you are viewing someones cloaked unit) that basicly gives away your secret stealthyness (; ?
@Markusmoo: Go
Not always. I've had observers stay in someone's base the whole game almost and they never knew it was there. I could even bring in DTs and they wouldn't respond for a while because they wouldn't know where to scan or where to look. It only shows up when they move and even then some miss it because they don't train their eyes for that. Also they have to balance it somehow.
@Keyeszx: Go
well the observer doesent fidget like the other units but its possible to miss the blur of the dt but not very likely if its on your screen
anyone know how too? (bump (; )
one of my solutions was to make the unit transparent, but then that backfired cause i could not see my own unit (lol self pawn) .. No idea ,sorry :P
Would like to necro bump this... I have a semi working solution, which is to mark units as both Cloaked and Buried - the latter suppresses the blur. The problem then is that the unit doesn't look cloaked when detected (either by it's owner or an actual detector), so the next step was to set the opacity, linked with the cloak effect, to emulate in a cheap fashion the cloaked effect when detected.
It really isn't ideal, however. It doesn't look as good, plus gives it does not let you have a harder-to-see version of the blur.
I've stumbled across an actor term that sounds as if it should be useful: ViewerTreatsUnitsAs: Detected.
With my limited knowledge of actors, it seems as theoretically it should be possible to do the actor equivalent of: On Set Visibility: -> if(ViewerTreatsUnitsAs: Detected) >Clear Opacity ->else >Set Opacity 0.1 or w/e
Now, here is where it gets complicated - the cloak/blur actor (that is what it seems to be) sets the opacity as part of creating the effect, both on cloak and uncloak. It also has precedence over your own, user defined Opacity settings.
To see this, make/use a unit with a cloak ability, and set (in it's actor) Actor Creation: Set Opacity 0.25. When the unit cloaks, the cloak effect overrides your opacity setting, and when it decloaks, the opacity is set to 1 for a brief period before your opacity setting is restored.
All I can say is this feels like a bug, or at least is a disappointing implementation. The cloak effect should be linked like a normal actor, and be editable - instead it seems to be both immutable and obfuscated.
The other option is creating an actor which emulates the Cloak... but I really don't know how to do some of the effects for it.