Difference between revisions of "Class Ability:Invisibility"
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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). | ||
− | + | ==Silent vs. regular cloak== | |
+ | * Activating regular cloak produces a fake corpse and death cry. Regular cloak may be activated while running. | ||
+ | * Silent cloaking allows the spy to cloak without making a sound or producing a corpse. The player must be standing still to activate silent cloak. | ||
+ | |||
[[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== | ==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 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 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. | ||
==Once cloaked, the following rules are in effect== | ==Once cloaked, the following rules are in effect== | ||
Cloaked players may: | 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%) | * 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, | + | * 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. | ||
* [[Movement:Bunnyhopping|Bunnyhop]] effectively, as when they jump their speed decreases. | * [[Movement:Bunnyhopping|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== | ==Visual Effects== | ||
− | + | * 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 | + | * 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== | ||
* Sentry guns will not track or fire at cloaked spies, whether they are disguised or not. | * 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. | * 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. | ||
− | + | ||
[[Category:Spy_Abilities]] | [[Category:Spy_Abilities]] |
Revision as of 12:57, 28 June 2009
Cloak
The spy's replacement for TFC's feigning is Invisibility (aka cloaking).
Silent vs. regular cloak
- Activating regular cloak produces a fake corpse and death cry. Regular cloak may be activated while running.
- Silent cloaking allows the spy to cloak without making a sound or producing a corpse. The player must be standing still to activate silent cloak.
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.
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.