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Sensors: Difference between revisions
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EvilRenegade (talk | contribs) m Replacing Template:NeedTesting with Template:NeedsTesting. |
Added mention of a bug related to this flag. |
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{{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}}. | ||
{{Bugs}} | |||
[[TechnoTypes]] with {{f|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. |
Revision as of 14:12, 11 September 2018
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.
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.