Blender game engine touch sensor




















The reason its ending the game straight away is because the sensor is checking for a positive pulse which it receives when its near the ground plane which the and controller then sends through to the end game actuator which ends the game. What you want is to check if the near sensor is not getting a positive pulse out of range of the ground plane and then sending that through to the endgame actuator.

For doing stuff like this its much easier to learn even a little python as it makes more sense than using bricks will do which is why I tried to explain what was happening.

This causes your AND controller to be activated on the first frame, thus ending the game. Maybe you can explain why you think the Near sensor is necessary in this case. Even though the sensor still evaluates to False on the first frame, it does not trigger the controller because False is the default state. Lance Flavell lancer added a project: BF Blender. Lance Flavell lancer edited a custom field. Lance Flavell lancer added a subscriber: Lance Flavell lancer.

Brecht Van Lommel brecht claimed this task. Brecht Van Lommel brecht added a project: Game Engine. The Touch sensor was removed and replaced by the Collision sensor. Brecht Van Lommel brecht added a comment. This was somehow missing from the 2. Lance Flavell lancer added a comment.

Thanks again. Brecht Van Lommel brecht added a subscriber: Mitchell Stokes moguri. Feb 10 , AM. Mitchell Stokes moguri added a comment. If set to M material the collision sensor will detect any object with the named material same as the earlier Touch sensor If set to P property the collision sensor will detect an object which has a game property of that name.

Game properties are made in the left margin of the Logic Brick window game editor. It's the one you're looking at already if you've got sensors, controllers and actuators in front of you.

The value of a property is irrelevant for collision detection; there just needs to be a property of the specified name. Besides reacting to materials it is also capable of detecting Properties of an object.

If the "Property:" field is empty, the near sensor reacts to all actors in its range. If filled with a property name, the sensor only reacts to actors carrying a property with that name. The spherical range of the near sensor you set with the "Dist" NumberButton. The "Reset" value defines at what distance the near sensor is reset again. The Radar Sensor acts like a real radar. It looks for an object along the axis indicated with the axis buttons "X, Y, Z".

If a property name is entered into the "Prop:" field, it only reacts to objects with this property. In the "Ang:" field you can enter an opening angle for the radar. This equals the angle of view for a camera. The "Dist:" setting determines how far the Radar Sensor can see. Objects can't block the line of sight for the Radar Sensor. This is different for the Ray Sensor see Section You can combine them for making a radar that is not able to look through walls.

The "Equal" type Property Sensor checks for equality of the property given in the "Prop:" field and the value in "Value:". If the condition is true, it fires pulses according to the pulse mode settings.

The "Interval" type property sensor fires its pulse if the value of property is inside the interval defined by "Min:" and "Max:". This sensor type is especially helpful for checking float values, which you can't depend on to reach a value exactly.

This is most common with the "Timer" Property. The "Changed" Property Sensor gives out pulses every time a Property is changed. This can, for example, happen through a Property Actuator, a Python script or an Expression.

With a seed of zero the Random Sensor works like an Always Sensor, which means it fires a pulse every time. If the ray hits an object with the right Property or the right Material the Sensor fires its Pulse. The Message Sensor fires its pulse when a Message arrives for the object carrying the Sensor.

The "Subject:" field can be used to filter messages matching the subject. Chapter Game LogicBricks Table of Contents Sensors



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