Radar Sensor

Radar Sensor
  • Radar Sensor detects a game object with actor enabled:
    • Not already detecting a game object with actor enabled:
      • One positive pulse is sent to the connected controller(s)
    • Already detecting a game object with actor enabled:
      • No pulse sent
  • Radar Sensor is reset when all game objects with actor enabled are no longer detected:
    • One negative pulse is sent to the connected controller(s)
Property:
  • Only objects with Actor enabled with this Property will trigger/reset the Radar sensor
     
  • Leave blank to react to all objects with Actor enabled
Axis:
  • Direction the radar points.  Uses the game object axis
    • + X axis: 
      • Radar points in the + X direction of the game object axis
    • + Y axis: 
      • Radar points in the + Y direction of the game object axis
    • + Z axis:
      • Radar points in the + Z direction of the game object axis
    • - X axis:
      • Radar points in the - X direction of the game object axis
    • - Y axis:
      • Radar points in the - Y direction of the game object axis
    • - Z axis:
      • Radar points in the - Z direction of the game object axis
Angle:
  • Angle of the radar cone
     
  • Range:
    • 0.00 to 179.9 degrees
Distance:
  • Distance from the game object center that will trigger a Radar sensor
     
  • Range:
    • 0.00 - 10,000.00
Note:
  • Radar Sensor can't be blocked.  (Sees through walls etc.)
    • Only detects game objects that have Actor enabled
       
    • Properties menu >> Physics button >> Physics tab >> Actor
Radar:
  • The type of Sensor
Name:
  • Sensor name
Pin:
  • Enabled: 
    • Always display the Sensor
  • Disabled: 
    • Only display when the State Mask group the Sensor is linked to is being displayed
Checkbox:
  • Enabled:
    • Sensor is turned on
  • Disabled:
    • Sensor is turned off
True Level Trigger:
  • Enabled:
    • Detects a game object with actor enabled:
      • Sends a positive pulse to the connected controller(s) with each logic tic
    • Last game object with actor enabled moves out of range:
      • Sends one negative pulse to connected controller(s)
  • Disabled:
    • Detects a game object with actor enabled:
      • Not already detecting a game object with actor enabled:
        • Sends one positive pulse to the connected controller(s)
      • Already detecting a game object with actor enabled:
        • No pulse sent
    • Last game object with actor enabled moves out of range:
      • Sends one negative pulse to the connected controller(s)
  • The default logic tic rate is 60 per second
False Level Trigger:
  • Enabled:
    • Detects a game object with actor enabled:
      • Not already detecting a game object with actor enabled:
        • Sends a positive pulse to the connected controller(s)
      • Already detecting a game object with actor enabled:
        • No pulse sent
    • Last game object with actor enabled moves out of range:
      • Sends one negative pulse to the connected controller(s) with each logic tic
    • No game objects with actor enabled are detected:
      • Sends one negative pulse to the connected controller(s) with each logic tic
  • Disabled:
    • Detects a game object with actor enabled:
      • Not already detecting a game object with actor enabled:
        • Sends a positive pulse to the connected controller(s)
      • Already detecting a game object with actor enabled:
        • No pulse sent
    • Last game object with actor enabled moves out of range:
      • Sends one negative pulse to connected controller(s)
    • No game objects with actor enabled are detected:
      • No pulse sent to the connected controller(s)
  • The default logic tic rate is 60 per second
Skip:
  • Used with True Level Trigger and False Level Trigger
     
  • Skips the number of logic tics entered before sending the next pulse
Level:
  • Enabled:
    • Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
      • Sensor is deactivated
    • Switching from a State Mask group the sensor doesn't belong to to a State Mask group it belongs to:
      • Sensor is activated
         
      • Uses last input received before being deactivated
  • Disabled:
    • Switching from a State Mask group the sensor belongs to to a State Mask group it doesn't belong to:
      • Sensor is deactivated
    • Switching from a State Mask group the sensor doesn't belong to to a State Mask group it belongs to:
      • Sensor is activated
Tap:
  • Enabled:
    • Detects a game object with actor enabled:
      • Not already detecting a game object with actor enabled:
        • A positive pulse is immediately followed by a negative pulse (next frame)
      • Already detecting a game object with actor enabled:
        • No pulse sent
    • Last game object with actor enabled moves out of range:
      • No pulse is sent
  • Disabled:
    • Detects a game object with actor enabled:
      • Not already detecting a game object with actor enabled:
        • Sends a positive pulse to the connected controller(s)
      • Already detecting a game object with actor enabled:
        • No pulse sent
    • Last game object with actor enabled moves out of range:
      • Sends one negative pulse to connected controller(s)
  • True Level Trigger enabled and Skip = 0:  Never has a chance to send a negative pulse
Invert:
  • Inverts the output of the triggers.
     
  • A positive trigger event sends a negative pulse.
     
  • A negative trigger event sends a positive pulse.
Note:
  • Sensors can be connected to more than one controller
     
  • Sensors connected to a controller(s) belong to the same State Mask group(s) as the controller(s)