Difference between revisions of "Class Ability:Invisibility"

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=Content=
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=Cloak=
 
The spy's replacement for TFC's feigning is Invisibility (aka cloaking).
 
The spy's replacement for TFC's feigning is Invisibility (aka cloaking).
  
Invisible players drop a ragdoll as cloaking begins; this means enemies can potentially find cloaked spies. The ragdoll should not make much noise when hitting the floor.
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==Conditions that must be met when attempting to cloak==
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* Players must be stationary to initiate a silent cloaking process, but not if you choose to do a regular cloak.
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* Players must not be holding items that prevent cloaking (standard flags, goals etc).
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* Players may not cloak while in mid-air. Cloaking while swimming is allowed.
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[[Image:ff_well0003.jpg|thumb|A player cloaking]]
 
[[Image:ff_well0003.jpg|thumb|A player cloaking]]
==Conditions that must be met when attempting to cloak==
 
* Players must be stationary to initiate a silent cloaking process, but not if you choose to do a regular cloak. If a regular cloak is chosen, the ragdoll does make a loud.
 
* Players must not be holding items that prevent cloaking (standard flags, goals etc).  This should be LUA-controlled at the mapper's discretion.  99.9% of goals should prevent cloaking while the goal is in the spy's possession, but it should be left to the mapper for fun maps amongst other things.
 
  
 
==Once cloaked, the following rules are in effect==
 
==Once cloaked, the following rules are in effect==
  
 
Cloaked players may:
 
Cloaked players may:
* Throw grenades as normal.
 
 
* Change disguise while invisible, but it takes 50% longer to complete the disguise change.  This always affects the disguise timer regardless of whether the spy started the disguise change before cloaking (i.e. from the moment the cloak is triggered, the disguise timer is slowed down 50%)
 
* Change disguise while invisible, but it takes 50% longer to complete the disguise change.  This always affects the disguise timer regardless of whether the spy started the disguise change before cloaking (i.e. from the moment the cloak is triggered, the disguise timer is slowed down 50%)
 
* Be damaged by weapons as usual.
 
* Be damaged by weapons as usual.
 
* Pick up items and receive ammunition.
 
* Pick up items and receive ammunition.
* Be moved by weapons or grenades, but they lose their cloak.
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* Be moved by weapons or grenades. If, the spy is moved faster than walking speed, the cloak is lost.
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* Collide with other players.
  
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Cloaked players cannot:
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* Use grenades.
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* Run. The player is limited to walking speed.
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* [[Movement:Bunnyhopping|Bunnyhop]] effectively, as when they jump their speed decreases.
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* Sabotage sentries or dispensers. However, sabotaged buildables may be ''activated'' during cloak.
  
Additionally, cloaked players cannot:
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Firing a weapon while cloaked will disable the cloak.
* [[Movement:Bunnyhopping|Bunnyhop]] effectively, as when they jump their speed decreases.
 
  
 
==Visual Effects==
 
==Visual Effects==
* When the cloaking begins '''AND''' ends, there is a visual effect that lasts roughly a second or so (something like the T1000 changing states). 
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* Cloaked players are partially visible when moving, as a visual distortion. The faster the spy moves, the more visible he is.
* Cloaked players are partially visible to teammates (predator style shader effect), as well as having a team-colored icon above their head, but not to enemies.
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* A spy that is cloaked and completely stationary will be completely invisible to enemies.
* If damaged, there is a visible shimmer / loss of stealth. Cloaked spies don't bleed, but their cover may be compromised.
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* Teammates can see the cloaked spy by the team indicator over the player's head.
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* Cloaked spies will bleed visibly if damaged.
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* Spies which are [[on fire]] or [[infected]] can be detected by the visual effects associated with those states.  
  
 
==Sentry Guns==
 
==Sentry Guns==
* When the cloaking begins, even if disguised as an enemy, a spy can be spotted, shot at and killed by an enemy Sentry Gun.  
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* Sentry guns will not track or fire at cloaked spies, whether they are disguised or not.
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* Sentries will make a pinging sound whenever a cloaked enemy spy is in range. The sound raises in frequency and pitch as the spy draws near.
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[[Category:Spy_Abilities]]
 
[[Category:Spy_Abilities]]

Latest revision as of 12:59, 20 September 2009

Cloak

The spy's replacement for TFC's feigning is Invisibility (aka cloaking).


Conditions that must be met when attempting to cloak

  • Players must be stationary to initiate a silent cloaking process, but not if you choose to do a regular cloak.
  • Players must not be holding items that prevent cloaking (standard flags, goals etc).
  • Players may not cloak while in mid-air. Cloaking while swimming is allowed.
A player cloaking

Once cloaked, the following rules are in effect

Cloaked players may:

  • Change disguise while invisible, but it takes 50% longer to complete the disguise change. This always affects the disguise timer regardless of whether the spy started the disguise change before cloaking (i.e. from the moment the cloak is triggered, the disguise timer is slowed down 50%)
  • Be damaged by weapons as usual.
  • Pick up items and receive ammunition.
  • Be moved by weapons or grenades. If, the spy is moved faster than walking speed, the cloak is lost.
  • Collide with other players.

Cloaked players cannot:

  • Use grenades.
  • Run. The player is limited to walking speed.
  • Bunnyhop effectively, as when they jump their speed decreases.
  • Sabotage sentries or dispensers. However, sabotaged buildables may be activated during cloak.

Firing a weapon while cloaked will disable the cloak.

Visual Effects

  • Cloaked players are partially visible when moving, as a visual distortion. The faster the spy moves, the more visible he is.
  • A spy that is cloaked and completely stationary will be completely invisible to enemies.
  • Teammates can see the cloaked spy by the team indicator over the player's head.
  • Cloaked spies will bleed visibly if damaged.
  • Spies which are on fire or infected can be detected by the visual effects associated with those states.

Sentry Guns

  • Sentry guns will not track or fire at cloaked spies, whether they are disguised or not.
  • Sentries will make a pinging sound whenever a cloaked enemy spy is in range. The sound raises in frequency and pitch as the spy draws near.