Object Hit Detector
closed
Joker
Merged in a post:
Button projectile interaction
Ondog
Like the toggle button, the normal button should have the option to enable projectile collisions, this would help in making mechanisms that rely on faster inputs than the toggle button or temporary inputs.
Joker
closed
This post has been re-created in the "Circuits V2 Feedback" category as part of a community polling effort during the CV2 open beta. This original request is closed for now, but you can find the new version at this link:
https://recroom.canny.io/creative-tools/p/output-when-an-object-is-hitattacked
Deedub
Joker: So you're saying there's no chance at all that this might be addressed in Circuits v1, just hope for it in v2?
Joker
Merged in a post:
"Target Volume" Gadget for Projectiles OR Projectile Option for Existing Trigger Volumes
CaptainDucra
Having to use coconut bombs or toggle buttons is a bit cumbersome to hook up for detecting hits from projectiles, and I'd rather not hear the click of the toggle button or see/hear the explosion of the coconut bomb when detecting a projectile.
There should be either an option for Trigger Volumes to take an input from projectiles passing through it (laser beams, arrows, paint bullets, etc.), or a separate "Target Volume" that can send out a circuit signal upon being hit by a specific projectile or just projectiles in general. Like Trigger Volumes, Target Volumes should be made to appear invisible upon exiting the Maker Pen interface.
PLuto Asakura
You can set a trigger volume to detect objects, can you not?
Okay no, i just tested it.
an invisible collision has "collide with objects" and trigger volume has "keeps track of - objects"
yet it does not detect the same bullets the invisible collision stops.
that... seems a bit loose with the code. if the invisible collision is stopping them, then the trigger volume should be detecting them.
CaptainDucra
PLuto Asakura: I'm not talking about objects, I'm talking about projectiles from projectile-based weapons. I.E. Laser Beams, Paint Bullets, Arrows, Flintlock Shots, etc. Something that can detect those, not the objects/weapons that fire them. There's currently no option for the Trigger Volumes to detect the actual projectiles.
PLuto Asakura
CaptainDucra: as i said above, i -thought- the trigger volume set to "objects" would detect the same bullets that a collision volume set to BLOCK objects blocks. it should? if bullets are considered "objects" by one, then it should be the same for both. It is not, so I am upvoting you with that specification, that the trigger volume should be changed to detect the bullet entry from all guns
Joker
Merged in a post:
Projectile collision volume
Syntael
We can detect projectiles now via the toggle switch which is great, but they are not pleasant to work with. They are bulky! They have a base that is much larger than the shootable button part and the button protrudes out quite far. If you're trying to scale it up it is very difficult to conceal within an object. It also only presents a single surface for detection. There's also the unavoidable "KA-CHONG" sound every time you shoot it.
I propose a projectile collision volume is added. This would also pair well with this request to allow volumes to be drawn in multiple shapes: https://recroom.canny.io/creative-tools/p/enable-trigger-zones-to-be-different-shapes
Joker
Merged in a post:
ProjectileCollision Detectors
darth panda1256
A tiggerzone like device that detects when a projectile enters it and emits an out put accordingly.
LimeKittenish
Tiggerzone
CaptainDucra
LimeKittenish: Standard trigger volumes don't detect projectiles, just items and players.
Joker
Merged in a post:
Projectile only Activated button
Rec[A-Team]
Currently, there is an option on the toggle button for enabling projectiles to hit it. I think it would be nice to have a toggle for if players can press the button. Allowing more choice on if only players can hit it, only projectiles, or both.
TheMikirog
It would also be best if you could choose a specific weapon that this damage should apply to, like Coconut Bombs or a Sniper Rifle.
Joker
Merged in a post:
Attackable Zone
U
User726378260786
The idea here is simple. This, if implemented, would be like a trigger zone, but it only registers bullets/arrows/sword hits. There would be a pin that outputs a signal when it is hit, and this signal would be the "Attacker" player ID (i.e the ID of the player who hit the zone). This could be useful for making NPCs that can be shot at, or targets for target practice.
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