SensorArray: Difference between revisions
Still a bit fuzzy on the EVA Events, but this is good for now.. |
Added info about activeanim delay |
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|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
| | |ares=yes | ||
|ra2obsolete=yes | |||
}} | }} | ||
==In Tiberian Sun== | ==In Tiberian Sun== | ||
This flag determines whether or not a [[BuildingType]] can detect and reveal [[Cloakable|cloaked]] and [[subterranean]] units within a radius in cells specified by {{ | This flag determines whether or not a [[BuildingType]] can detect and reveal [[Cloakable|cloaked]] and [[subterranean]] units within a radius in cells specified by {{f|CloakRadiusInCells|link}}. | ||
When a cloaked unit is detected for a player, an [[EVA Event]] will trigger and ''[[tibsun.mix]]''{{arr|r}}''speech01.mix''{{arr|r}}''00-i172.aud'' (''speech02.mix'' for [[Nod]]) will sound. The unit will then become visible and targetable until it is no longer within the detection range. | When a cloaked unit is detected for a player, an [[EVA Event]] will trigger and ''[[tibsun.mix]]''{{arr|r}}''speech01.mix''{{arr|r}}''00-i172.aud'' (''speech02.mix'' for [[Nod]]) will sound. The unit will then become visible and targetable until it is no longer within the detection range. | ||
Similarly, when a subterranean unit is detected, an EVA Event will trigger and ''tibsun.mix''{{arr|r}}''speech01.mix''{{arr|r}}''00-i174.aud'' (''speech02.mix'' for Nod) will sound. The unit's selection box will be revealed until it is no longer within the detection range or it surfaces. | Similarly, when a subterranean unit is detected, an EVA Event will trigger and ''tibsun.mix''{{arr|r}}''speech01.mix''{{arr|r}}''00-i174.aud'' (''speech02.mix'' for Nod) will sound. The unit's selection box will be revealed until it is no longer within the detection range or it surfaces. | ||
=== Note on Building ActiveAnim === | |||
When a building with this flag is deployed or placed down, there's a small delay before the building's [[ActiveAnim|active animation]] (if any) appears. | |||
==In Red Alert 2== | ==In Red Alert 2== | ||
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Although this flag is parsed, it no longer allows BuildingTypes to detect cloaked and subterranean units. | Although this flag is parsed, it no longer allows BuildingTypes to detect cloaked and subterranean units. | ||
==With Ares== | |||
This flag is parsed and fully functional; just set [[SensorsSight]] to an appropriate value too. | |||
[[Category:Bugs and Errors]] |
Latest revision as of 22:44, 26 December 2022
Flag: | SensorArray |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | false |
Applicable to: | BuildingTypes |
Logic related to SensorArray, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge. |
In Tiberian Sun
This flag determines whether or not a BuildingType can detect and reveal cloaked and subterranean units within a radius in cells specified by CloakRadiusInCells.
When a cloaked unit is detected for a player, an EVA Event will trigger and tibsun.mix→speech01.mix→00-i172.aud (speech02.mix for Nod) will sound. The unit will then become visible and targetable until it is no longer within the detection range.
Similarly, when a subterranean unit is detected, an EVA Event will trigger and tibsun.mix→speech01.mix→00-i174.aud (speech02.mix for Nod) will sound. The unit's selection box will be revealed until it is no longer within the detection range or it surfaces.
Note on Building ActiveAnim
When a building with this flag is deployed or placed down, there's a small delay before the building's active animation (if any) appears.
In Red Alert 2
Although this flag is parsed, it no longer allows BuildingTypes to detect cloaked and subterranean units.
With Ares
This flag is parsed and fully functional; just set SensorsSight to an appropriate value too.