Gameanater
  • Gameanater
  • 55.5% (Neutral)
  • General Topic Starter
8 years ago
I'm sure most people here know that in Zero Hour there are two versions of the Stealth and Toxin generals for some reason, with the campaign versions of their units being named "GC_Slth_UnitNameHere" and "GC_Chem_UnitNameHere". That doesn't really bother me since I don't mind a little extra challenge for a singleplayer campaign, with some exceptions. One of those exceptions is how the campaign version of the GLA Stealth General seems to have bugged stealthed units, especially Rebels.

This is what I mean; when you reveal them with a Radar Van or whatever, they seem to bug out and constantly go between being revealed and unrevealed, which makes your units have trouble attacking them. This alone makes the mission unnecessarily difficult which is annoying for a mission that is already significantly harder than the previous one.

I'm sure this isn't a new discovery, but it turns out EA for some reason gave the GC_Slth_GLAInfantryRebel unit TWO Stealth modules.



  Behavior = StealthUpdate ModuleTag_07
    StealthDelay                = 2500 ; msec
    StealthForbiddenConditions  = ATTACKING USING_ABILITY
    MoveThresholdSpeed          = 3
    InnateStealth               = No ;Requires upgrade first
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End


;Skip down several lines


  Behavior = StealthUpdate ModuleTag_20
    StealthDelay                = 2000 ; msec
    StealthForbiddenConditions  = FIRING_PRIMARY
    HintDetectableConditions    = IS_FIRING_WEAPON 
    FriendlyOpacityMin          = 50.0%
    FriendlyOpacityMax          = 100.0%
    InnateStealth               = Yes
    OrderIdleEnemiesToAttackMeUponReveal  = Yes
  End


;.... Why, EA? Just why?


Like what the heck?

Is there any reason they wouldn't just change the first module's "Innate Stealth = No" to "Yes"? I'm guessing this version of the Stealth general didn't get very far in development or something and they just copied over another unit's stealth module and forgot to delete the Rebel's existing one.


I'm very curious to see if this is actually the cause of the bug. I'll have to test removing the first module when I can and see how that affects it.
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
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mr_hymn_
8 years ago
Does the booby trap trigger the second stealth module?

Because it does come with NO at first that mean there are something to trigger this behaviour or command to work otherwise the booby trap skill won't expose you to the enemy at all.

I think if they did not add the stealth trigger for 2nd command then they might forgot to finished it. I think what EA trying to say is shooting and using skills having different of stealth delay so arming booby trap will take longer to stealth than just firing a gun. Using both Condition in a same stealth will cause a unit behaviour to act the same way I mean stealth speed of both using skills and firing a gun.

Replace the condition with none and unit will not be able to detected by anything except the scout drone or drone or any stealth detector unit.
mr_hymn_
8 years ago
Did they add something like below code like sample


Behavior = StealthUpgrade ModuleTag_14
    TriggeredBy = Upgrade_GLACamoNetting << in this case I think EA might put boobytrap upgrade to replace the cano netting instead.
 End

This code will activate all the stealthupdate from initial "NO" to "YES"

So above behaviour will start working though. I believe this is correct one.
Gameanater
  • Gameanater
  • 55.5% (Neutral)
  • General Topic Starter
8 years ago
Going off memory I think the first Stealth Module is still triggered by an upgrade, probably the default Camouflage. I will have to check.

It wouldn't surprise me if they gave the enemy Camouflage in the mission either via script or using a GrantUpgradeCreate (if i remember correctly) module with a unit. I think the regular GLA Stealth Barracks has a GrantUpgradeCreate for GLAUpgradeCamouflage, which strikes me as odd when all one needs to do for the Rebel is change a "Yes" to a "No".
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.