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Difference between revisions of "SensorArray"

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(Still a bit fuzzy on the EVA Events, but this is good for now..)
(Added info about activeanim delay)
 
(3 intermediate revisions by 3 users not shown)
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|ra2=yes
 
|ra2=yes
 
|yr=yes
 
|yr=yes
|rp=yes
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|ares=yes
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|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 {{TTL|CloakRadiusInCells}}.
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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.
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=== Note on Building ActiveAnim ===
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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.
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==With Ares==
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This flag is parsed and fully functional; just set [[SensorsSight]] to an appropriate value too.
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[[Category:Bugs and Errors]]

Latest revision as of 00:44, 27 December 2022

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: SensorArray
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: false
Applicable to: BuildingTypes

Cc cnrdelete-all.pngLogic 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.mixspeech01.mix00-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.mixspeech01.mix00-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

Cc cnrdelete-all.png
Logic related to SensorArray, as a whole or in part, is obsolete in Red Alert 2 and Yuri's Revenge.

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.