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==In Red Alert==
{{NeedsTesting}}
{{Flag
{{Flag
|values={{values|bool}}
|values={{values|bool}}
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|am=yes
|am=yes
}}
}}
A [[VehicleType]] with {{f|Sensors|yes}} can detect any [[Cloakable|cloaked]] units within the {{f|Range|link}} of its {{f|Primary|link}} weapon.


This flag determines whether or not a [[VehicleType]] can detect [[Cloakable|cloaked]] units within the {{f|Range|link}} of its {{f|Primary|link}} weapon.
==In Tiberian Sun and Red Alert 2==
a
{{Flag
{{Flag
|values={{values|bool}}
|values={{values|bool}}
|default=false; true (for InfantryTypes)
|default=false; true (for InfantryTypes)
|types={{CatAllTypes}}
|types={{Categ|VehicleTypes}},{{Categ|InfantryTypes}}
|ts=yes
|ts=yes
|fs=yes
|fs=yes
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|rp=yes
|rp=yes
}}
}}
This determines whether or not a ground unit can fully uncloak, as opposed to simply visually revealing with {{f|SensorsSight|link}}, any [[Cloakable|cloaked]] units in the 8 adjacent cells. The effect may also be temporary.
{{tt|Sensors}} works independently from {{tt|SensorsSight}}.


This flag determines whether or not a [[TechnoType]] can fully uncloak (as opposed to simply revealing) [[Cloakable|cloaked]] units occupying an adjacent [[cell]].
=={{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.
** This is fixed for TS in CnCNet TS-Patches/TS-Client.


Air units can not detect cloaked ground units - it is unknown whether air units can detect other cloaked air units
*Airborne units normally cannot detect cloaked units at all, except that [[Jumpjet]] units with {{f|Landable|yes|link}} can detect cloaked ground/underwater units when landed.


{{f|Sensors|link}} works independently from {{f|SensorArray|link}} and {{f|SensorsSight|link}}.
==See Also==
[[SensorArray]] (Sensors for BuildingTypes)


{{Bugs}}
[[PsychicDetectionRadius]]


[[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.
[[CloakGenerator]]

Latest revision as of 17:50, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Sensors
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: false
Applicable to: VehicleTypes


A VehicleType with Sensors=yes can detect any cloaked units within the Range of its Primary weapon.

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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: VehicleTypes,InfantryTypes


This determines whether or not a ground unit can fully uncloak, as opposed to simply visually revealing with SensorsSight, any cloaked units in the 8 adjacent cells. The effect may also be temporary.

Sensors works independently from 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.
    • This is fixed for TS in CnCNet TS-Patches/TS-Client.
  • Airborne units normally cannot detect cloaked units at all, except that Jumpjet units with Landable=yes can detect cloaked ground/underwater units when landed.

See Also

SensorArray (Sensors for BuildingTypes)

PsychicDetectionRadius

CloakGenerator