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Alarm #163

@WaterKnight

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@WaterKnight

jassdoc/common.j

Line 15218 in 4ff77a9

native UnitIgnoreAlarm takes unit whichUnit, boolean flag returns boolean

jassdoc/common.j

Line 15222 in 4ff77a9

native UnitIgnoreAlarmToggled takes unit whichUnit returns boolean

Figured out something about what Alarm does, finally.

In GUI, the functions above are inverted and denoted as "Unit - Turn Alarm Generation On/Off" respectively "Unit - Unit Generates Alarms" and the first one has a hint "This only affects buildings.".

Initially, it is turned on for structures.

In the campaign, it is only used in the TFT Undead Mission 5: Dreadlord's Fall. In this mission, there are different CPU-controlled players with bases and units in them that sleep (they have the Permanent Sleep ability with "Allow On Any Player Slot" and "Sleep Once" set to True). Attacking the units or structures wakes up nearby units (but not the whole base). The alarm generation for these structures is turned off, here.

When alarm generation is turned on, in contrast, getting near CPU-controlled structures will wake up nearby sleeping units of the player even without attacking the structure or other units. So if alarm generation was not turned off in that mission, the human player could not play stealthily as easily.

This could be investigated further and interaction with the Alarm (Aalr) ability be checked as well as what types of sleep it affects, and what types of players/AI use Alarm generation. From quick tests, it also appears that this is not just about waking up units but more generally notifies nearby units of the player that there is an intruder.

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