Projectile Sensor: Difference between revisions

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===Projectiles===
===Projectiles===
{{tweak
{{tweak
|icon=Tweak_Count_Target.png
|name=Target Count
|name=Target Count
|params=0 - 100
|params=0 - 100
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}}
}}
{{tweak
{{tweak
|icon=Tweak_Count_Current.png
|name=Current Count  
|name=Current Count  
|params=0 - ''Target Count''
|params=0 - ''Target Count''
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}}
}}
{{tweak
{{tweak
|icon=Tweak_Count_Reset.png
|name=Reset When Full
|name=Reset When Full
|params=yesno
|params=yesno
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===Trigger===
===Trigger===
{{tweak
{{tweak
|icon=Tweak_Sensor_RigidConnections.png
|name=Include Rigid Connections
|name=Include Rigid Connections
|params=yesno
|params=yesno
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}}
}}
{{tweak
{{tweak
|icon=Tweak_Projectile_Carousel.png
|name=Projectile Type Detected
|name=Projectile Type Detected
|params=Any; Fire; Electricity; Plasma; Water
|params=[[File:Tweak_Projectile_All.png|22px]] Any; [[File:Tweak_Projectile_Fire.png|22px]] Fire; [[File:Tweak_Projectile_Electric.png|22px]] Electricity; [[File:Tweak_Projectile_Plasma.png|22px]] Plasma; [[File:Tweak_Projectile_Water.png|22px]] Water
|desc=Determines which kind of projectile to detect.
|desc=Determines which kind of projectile to detect.
}}
}}

Revision as of 02:49, 23 April 2024

Projectile Sensor
"Projectile_Sensor_Icon.png" does not exist. Click here to upload it...Dummy link
Games: LittleBigPlanet 2, LittleBigPlanet PS Vita, LittleBigPlanet 3
Type: Gadgets
Category: Sensors
Outputs: 1
Obtained from: Start
For the LittleBigPlanet Karting equivalent, see Weapon Blast Sensor.

A Projectile Sensor is a Sensor gadget that detects when the attached object gets by a projectile.

Usage and Behaviour

The Projectile Sensor can be attached to any surface or circuit board, and outputs a signal when the object gets hit by a projectile of a given element. It outputs a digital ON signal when it reaches its target count, and an analogue signal based on how full it is, e.g. if the target count is 10 and the object has been shot 5 times, it outputs a signal of 50%. By default it will detect any projectile (excluding paintballs; the Paintinator Sensor must be used for that), but can be tweaked to only detect a specific element.

The sensor also keeps track of who shot the object, with the most recent player to shoot it taking ownership. If multiple projectiles from different players hit the object on the same frame, the projectile that was created most recently will take priority. If the sensor is not set to reset when full, then its player ownership is effectively locked in when its target count is reached.

Tweaks

Projectiles

Tweak Count Target.png
Target Count: (0 - 100)
Determines how many projectiles need to hit the sensor in order to send a digital ON signal.
Tweak Count Current.png
Current Count: (0 - Target Count)
Use this to have the Projectile Sensor's count from a specific value. Cannot be set higher than Target Count.
Tweak Count Reset.png
Reset When Full: (
NoNo •‎
YesYes
)

If set to Yes, the Current Count will flip back to 0 when it reaches the Target Count.
Sounds: (
NoNo •‎
YesYes
)

Determines whether or not to play a sound effect when the object is hit by a projectile.

Trigger

Tweak Sensor RigidConnections.png
Include Rigid Connections: (
NoNo •‎
YesYes
)

If set to Yes, objects that are directly glued to the attached object will also be detected if a projectile hits it.
Tweak Projectile Carousel.png
Projectile Type Detected: (Tweak Projectile All.png Any; Tweak Projectile Fire.png Fire; Tweak Projectile Electric.png Electricity; Tweak Projectile Plasma.png Plasma; Tweak Projectile Water.png Water)
Determines which kind of projectile to detect.

Output

Tweak Output Inverted.png
Invert Output: (
NoNo •‎
YesYes
)

Inverts the gadget's output, turning On signals Off and vice-versa.

Visuals

Tweak Visual Visibility.png
Electronics and Cable Visibility: (
NoNo •‎
Switch VisibleSwitch Visible •‎
Switch and Cables VisibleSwitch and Cables Visible
)

Determines whether or not the gadget (and any outgoing wires) will be rendered in Play Mode.