Better And Complex Logic
3 new options / freatures i would add to the ray sensor:
1 visible ingame: lets say that i want to make some sort of laser. i cant see where it is pointing at.
2 output tag of detected object: if its a then do this, if its b then do that. simple.
3 raycasting detector / sensor: this would check if im being detected / got hit by a raycast.
4 get data: lets say that i want to get the color of an object that im targeting. i cant. i need to wire it directly. wich makes things that have more objects (5 or more) way more complicated than it is
Wireless transmissor:
it currently has one simple problem. the "chip" needs to be inside certain area. and thats fine for exact positions... but it isnt when im trying to get certain object's data it doesnt help. i have to cover the entire surface with these chips , Or i have to expand the zone in all the scene. wich isnt always useful if it had an option or a button that you could click to enable it ,would be better.
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(A tip for next time... don't put everything on one line; it's hard to read a huge block of text ;P)
1. The beauty of Dreams is, we can make stuff look however we want. Here's how to make a visual laser beam based on a laser scope. :D https://youtu.be/NgJomScQMV8
2. Output "tag"? I don't know what that means. Could you explain it further?
3. That would be pretty useful.
Right now, you can use other solutions like emitting or moving an object to the hit position. The object has a trigger zone which looks for the thing being hit. The thing being hit knows it's being detected, so it knows it's being hit by that trigger zone. A little faffy of a workaround, but it works. Another method is to use a long thin trigger zone that aims at the hit position, which does the same kind of thing. This tutorial shows how to use those principles, if you're interested in learning more... https://youtu.be/L-OAk0M1uMU
4. Sounds like you could use a single receiver in the object, which is scene-wide. And a single transmitter to receive that data. (Receivers and transmitters can communicate with each other, both ways.)
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1) thank you! i really needed this!
2) with output "tag" i mean, it outputs the name of the object selected... or the tag that it has. lets imagine that i want to make a cube turn red when the lazer hits a wall but when it hits the floor it turns blue.
"if it i hit something and it is X i would do Z"
i cannot differenciate between those two unless i connect everything (wich isnt viable in a big proyect)
but maybe there is a solution im not seeing, idk.
ive been trying to make some sort of pixel screen, but it may be impossible to differenciate between two or more colors
3) i know the existance of this workaround, but it gets laggy when you have more than 10 objects spawning cubes with logic. but thanks for the advicd, ill still look at the video tho.
4) yes, but lets say that im dealing with more than one object. and i want one universal input for all different combinations instead of hardcoding everything. i cant do it currently. but thanks for the responses!
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2) Ah, so you mean the label? A tag is just a point in space; a label can be on an entire object which the laser can hit. That would make sense. Only way of doing that right now is to have as many laser scopes as you have different labels you want to check for, all looking at the same thing. So it's doable, just a little messy.
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Whole heartedly agree with all of your suggestions.
Especially a better way to "read" info about detected objects.
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