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Difference between revisions of "Sensors"
From ModEnc
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}}. | ||
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+ | {{Bugs}} | ||
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+ | [[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 16:12, 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.