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Sensors

Contains functions for detecting Entity or Player.

info

This module can only be used in Entity scripts.

Functions​

setDefaultDetectionRadius(radius)​

Sets default radius and length values. It is used for onObjectEnter callbacks and serves as a fallback when radius or length is not passed.

Parameters​

  • radius — Default radius or length.

setDefaultViewAngle(angle)​

Sets default viewing angle. It is used for onObjectEnter callbacks and serves as a fallback when radius or length is not passed.

Parameters​

  • angle — Range of detection from the target's front. 0-360 degrees.

getPlayerDisplacement(radius, client)​

Returns displacement of Player. If no player specified, the closest one will be used.

Parameters​

  • radius — Radius of check (optional).
  • client — Player to look for (optional).

Returns​

Displacement vector. Empty vector if no players found.


getEntityDisplacement(radius, entity)​

Returns displacement of Entity. If no entity specified, the closest one will be used.

Parameters​

  • radius — Radius of check (optional).
  • entity — Entity to look for (optional).

Returns​

Displacement vector. Empty vector if no entities found.


getEntityCategoryDisplacement(radius, categoryType)​

Returns displacement of entity of specified CategoryType.

Parameters​

  • radius — Radius of check (optional).
  • categoryType — CategoryType to look for.

Returns​

Displacement vector. Empty vector if no entities found.


setSensorType(sensorType)​

Sets the type of sensor the the entity will use to detect objects.

Parameters​

  • sensorType — SensorType.

setSensorOffset(offset)​

Sets the position of the sensor relative to the entity.

Parameters​

  • offset — Vector3 offset in local space.

setSensorSize(size)​

Sets the volume or range the entity will detect objects from.

Parameters​

  • size — Number or Vector3for the size of the sensor (in voxels).

setProximitySensorAngle(angle)​

Sets the angle this entity will detect objects from. A lower angle means this entity needs to be facing an object more directly to detect it.

Parameters​

  • angle — Angle value in degrees.

Radar Functions​

radar.detectsPlayer(radius, client)​

Checks if radar sensor detects player.

Parameters​

  • radius — Radius of check (optional).
  • client — Player to look for (optional).

Returns​

True if player was detected.


radar.detectsEntity(radius, entity)​

Checks if radar sensor detects entity.

Parameters​

  • radius — Radius of check (optional).
  • entity — Entity to look for (optional).

Returns​

True if entity was detected.


radar.detectsEntityCategory(radius, categoryType)​

Checks if radar sensor detects entity of specified CategoryType.

Parameters​

  • radius — Radius of check (optional).
  • categoryType — CategoryType to look for.

Returns​

True if entity was detected.


radar.detect(radius, entityFilter, playerFilter)​

Returns all Entity and Player objects detected in the specified radius.

Parameters​

  • radius — Radius of the detection range.
  • entityFilter — True/false or array of Entity Codes to detect. (optional, default: true).
  • playerFilter — True/false or array of Player client IDs to detect. (optional, default: true).

Returns​

Array of Entity and Player objects detected.

Side Functions​

side.detectsPlayer(side, client)​

Checks if the player is nearby.

Parameters​

  • side — Bearing of the detection.
  • client — Player to look for (optional).

Returns​

True if player was detected.


side.detectsEntity(side, entity)​

Checks if the entity is nearby.

Parameters​

  • side — Bearing of the detection.
  • entity — Entity to look for (optional).

Returns​

True if entity was detected.


side.detectsEntityCategory(side, categoryType)​

Checks if the player is nearby.

Parameters​

  • side — Bearing of the detection.
  • categoryType — Entity to look for (optional).

Returns​

True if entity was detected.

Laser Functions​

laser.detectsPlayer(side, length, client)​

Casts laser in direction of Bearing to detect Player.

Parameters​

  • side — Bearing of the detection.
  • length — Laser length (optional).
  • client — Player to look for (optional).

Returns​

True if player was detected.


laser.detectsEntity(side, length, entity)​

Casts laser in direction of Bearing to detect Entity.

Parameters​

  • side — Bearing of the detection.
  • length — Laser length (optional).
  • entity — Entity to look for (optional).

Returns​

True if entity was detected.


laser.detectsEntityCategory(side, length, categoryType)​

Casts laser in direction of Bearing to detect entity of CategoryType.

Parameters​

  • side — Bearing of the detection.
  • length — Laser length (optional).
  • categoryType — CategoryType to look for.

Returns​

True if entity was detected.


laser.detect(side, length, entityFilter, playerFilter)​

Casts laser in direction of Bearing to detect Entity and Player objects.

Parameters​

  • side — Bearing of the detection.
  • length — Laser length (optional).
  • entityFilter — True/false or array of Entity Codes to detect. (optional, default: true).
  • playerFilter — True/false or array of Player client IDs to detect. (optional, default: true).

Returns​

Array of Entity and Player objects detected.

Sight Functions​

sight.detectsPlayer(angle, length, client)​

Detects Player and checks if it is within a vision cone.

Parameters​

  • angle — Vision cone angle.
  • length — Maximum length (optional).
  • client — Player to look for (optional).

Returns​

True if player was detected.


sight.detectsEntity(angle, length, entity)​

Casts laser in direction of Bearing to detect Entity.

Parameters​

  • angle — Vision cone angle.
  • length — Maximum length (optional).
  • entity — Entity to look for (optional).

Returns​

True if entity was detected.


sight.detectsEntityCategory(angle, length, categoryType)​

Casts laser in direction of Bearing to detect entity of CategoryType.

Parameters​

  • angle — Vision cone angle.
  • length — Maximum length (optional).
  • categoryType — CategoryType to look for.

Returns​

True if entity was detected.

Player Functions​

Audio Functions​

Cliff Functions​