StealthUpdate [This module allows the use of SoundStealthOn and SoundStealthOff parameters on the object and is hardcoded to display MESSAGE:StealthNeutralized when the object has been discovered] UseRiderStealth = [Yes/No] StealthDelay = [integer, milliseconds] MoveThresholdSpeed = [integer] StealthForbiddenConditions = [Status Bit types] HintDetectableConditions = [Status Bit types] FriendlyOpacityMin = [percentage] FriendlyOpacityMax = [percentage] PulseFrequency = [integer, milliseconds] RevealDistanceFromTarget = [real number] ForbiddenStatus = [Status Bit types] RequiredStatus = [Status Bit types] OrderIdleEnemiesToAttackMeUponReveal = [Yes/No] InnateStealth = [Yes/No] EnemyDetectionEvaEvent = [Entry from Eva.ini] OwnDetectionEvaEvent = [Entry from Eva.ini] GrantedBySpecialPower = [Yes/No] End
StealthDelay = 1000
Originally Posted by: zzc
I am of the opinion that StealthDelay is the time taken when changing statesCome to think, the unit behavior you want has an example in china listening outpost - it is stealthed when not moving. Try looking at it.
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