Sensors
Appearance
|
|
|
|
|
|
| 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.
|
|
|
|
|
|
| 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 revealing, cloaked units within a cell range defined by SensorsSight, or by Sight if none specified.
Bugs/Side-Effects/Unexpected Limitations
- (TS Only?) 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.
- 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)










