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Add a proximity upgrade source, and TS stealth generator #6644

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merged 6 commits into from Oct 5, 2014

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pchote
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@pchote pchote commented Oct 3, 2014

This introduces a proximity upgrade source and implements the stealth generator as a demonstration of its capabilities. This will also be useful for area buffs (like the propaganda tower in C&C generals) or debuffs (see gapgen-sight for a prototype of the gap generator sight restriction).

The way that our production code is set up means that the proximity bonus won't be granted until the newly produced actor's second tick in the world, which means that units produced in the stealth field will be visible for their first tick. This will probably require some reworking of the production code to fix.

@huwpascoe
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👍 Behavior is as expected

in the original game the stealth generator also cloaked itself, is that left off here intentionally?

@phrohdoh
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phrohdoh commented Oct 3, 2014

Can someone with TS test if this behavior relies on power?

@huwpascoe
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Yeah, it does rely on power.

@pchote
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pchote commented Oct 4, 2014

Rebased, added a work around to immediately cloak produced units, and made the cloak generator cloak itself.

@pchote pchote added this to the Next Release milestone Oct 4, 2014
@Mailaender
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👍 Works as promised. The AI tends to ignore it which is tracked at #5018.

Mailaender added a commit that referenced this pull request Oct 5, 2014
@Mailaender Mailaender merged commit f6f88bd into OpenRA:bleed Oct 5, 2014
@pchote pchote deleted the proximity-triggers branch October 18, 2014 22:11
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4 participants