Sensors
In Red Alert
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Flag: | Sensors |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | false |
Applicable to: | VehicleTypes |
This flag determines whether or not a VehicleType can detect cloaked units within the Range of its Primary weapon.
In Tiberian Sun And Later
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Flag: | Sensors |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | false; true (for InfantryTypes) |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This determines whether or not a ground unit can fully uncloak, as opposed to simply visually revealing with SensorsSight, any cloaked units in the 8 adjacent cells. The effect may also be temporary.
Sensors works independently from SensorsSight.
Bugs/Side-Effects/Unexpected Limitations
Units with Sensors=yes will uncloak any units and buildings that do not belong to the player's house, regardless if they're allied or not. This means you can accidentally reveal your ally's cloaked base and units to the enemy if your sensors get too close.
- This is fixed for TS in CnCNet TS-Patches/TS-Client.
Airborne units normally cannot detect cloaked units at all, except that Jumpjet units can detect cloaked ground/underwater units when landed.
See Also
SensorArray (Sensors for BuildingTypes)