Sensors
Appearance
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| 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.
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| 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)










