jonwil Wrote:Someone got details of what settings I need on a building to give it cloaking/sensors through veterancy?
- SensorArray=yes (definitely)
- DetectDisguise=yes (not sure if this is necessary, might only be so sensors detect disguised units. Is this what we want? Probably yes).
- SensorsSight=n (This is tricky. Could set to the same as Sight= as with units, but Sight= seems short for a building. The game's Psychic Sensor (YR Psy Radar) uses a value of 15).
- DetectDisguiseRange=n (same as above, but relates to disguise. Also as you remember from what I said before, it really doesn't work. For compatibility with possible future fixes I think it should probably be included also. Again the game uses a value of 15).
- PsychicDetectionRadius=n (This makes the dotted lines get drawn so you see where a unit is going. Without this there is no point to the rest. Logically the area covered should be the same as SensorsSight=. Again game default is 15).
This again brings up the idea of new veterancy abilities. While I'm sure everyone has a favorite, the most asked-for on the official forums by regular players was MC_IMMUNE. Always seemed cheap that elite Apocs could be mc'ed for example. One sticking point is what happens to a mind-controlled rookie who gets promoted? Does he break the mind control, or doesn't he?
C-GEN: The site with the 'log the f*ck in' forum. And now we make you validate your f*cking e-mail address too.
CannisRules: It's a YR mod.
CannisRules: It's a YR mod.