Quarto
Unknown Enemy
Hmm, yes... that would be a very good idea, since it would mean that we could give the player a cloak without trying to find some weird way of activating it in-mission. Plus, it would result in a natural limit for the cloaking ability... I would not want to make the cloak energy-dependent (this made the Armada cloak quite useless), but a limited amount of ammo would work great .Originally posted by HCl
There may be a workaround here, using yet another modification of the scattergun patch: if we use a special gun entry to toggle a variable, we can poll that variable and have a cycle on the player function to turn on/off the cloak and guns (in short, a "cloak gun" like in Armada)