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Sensors

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In Red Alert

This needs testing
The following section contains information that has not been personally confirmed by the revision's author; readers are encouraged to test it themselves and update the section accordingly.



Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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)

PsychicDetectionRadius

CloakGenerator