Sensors: Difference between revisions
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This flag determines whether or not a [[TechnoType]] can fully uncloak (as opposed to simply revealing) [[Cloakable|cloaked]] units occupying an adjacent [[cell]]. | This flag determines whether or not a [[TechnoType]] can fully uncloak (as opposed to simply revealing) [[Cloakable|cloaked]] units occupying an adjacent [[cell]]. | ||
Air units can not cloaked | Air units can not detect cloaked ground units - it is unknown whether air units can detect other cloaked air units | ||
{{f|Sensors|link}} works independently from {{f|SensorArray|link}} and {{f|SensorsSight|link}}. | {{f|Sensors|link}} works independently from {{f|SensorArray|link}} and {{f|SensorsSight|link}}. |
Latest revision as of 13:23, 20 June 2021
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 Red Alert 2
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 flag determines whether or not a TechnoType can fully uncloak (as opposed to simply revealing) cloaked units occupying an adjacent cell.
Air units can not detect cloaked ground units - it is unknown whether air units can detect other cloaked air units
Sensors works independently from SensorArray and SensorsSight.
Bugs/Side-Effects/Unexpected Limitations
TechnoTypes 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.