Impact Sensor

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Midaychi
Joined: Fri Mar 27, 2015 1:38 am
Byond Username: Amidaychi

Impact Sensor

Post by Midaychi » #182330

New sensor type: Impact.
Uses:
1. When something steps ontop of it, trigger.
2. When thrown at a mob or a wall, trigger.
3. When a concussive force goes off nearby, IE: grenade or explosive, trigger.
4. When launched out of a pneumatic cannon, trigger.

This would mean that you could make bombs or grenades who's fuses start when thrown at a wall or object, stepped on, when another explosion or flashbang goes off nearby, or when shot out of a pneumatic cannon.

Using a wrench directly on the sensor allows you to tune the required pressure.
Setting 1: Any force
Setting 2: Must be at least as heavy as a hulk, or a vehicle, mech, pneumatic cannon, etc, or launched out of a mass driver.
Setting 3: Only large creatures stepping on it and explosions
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TechnoAlchemist
Joined: Fri Nov 21, 2014 2:39 am
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Re: Impact Sensor

Post by TechnoAlchemist » #182384

seems cool
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Impact Sensor

Post by DemonFiren » #182422

>trigger when launched
Disgusting, I want my multi-shot impact grenade launchers.
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jaxy15
Joined: Sat Jul 12, 2014 9:44 am
Byond Username: Jaxy15
Location: Realm 9.12

Re: Impact Sensor

Post by jaxy15 » #182425

Having them activate when stepped on seems a bit redundant, considering we already have mouse traps for that.
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paprika
Rarely plays
Joined: Fri Apr 18, 2014 10:20 pm
Byond Username: Paprka
Location: in down bad

Re: Impact Sensor

Post by paprika » #182427

I wake up in the morning, triggered
I go to school, triggered
Oldman Robustin wrote:It's an established meme that coders don't play this game.
Midaychi
Joined: Fri Mar 27, 2015 1:38 am
Byond Username: Amidaychi

Re: Impact Sensor

Post by Midaychi » #182540

jaxy15 wrote:Having them activate when stepped on seems a bit redundant, considering we already have mouse traps for that.
Mouse traps can't tell the difference between different pressures, so the assembly would go off no matter what if it were a mouse trap. If it were an impact sensor, however, you could have it trigger only if a hulk or a vehicle goes over it, or such.

Also I guess mode 3 could trigger when impacting something too? That way it doesn't trigger when launched out of a cannon but it still triggers if it hits something.
Midaychi
Joined: Fri Mar 27, 2015 1:38 am
Byond Username: Amidaychi

Re: Impact Sensor

Post by Midaychi » #182541

Welp
Last edited by Midaychi on Wed Jun 01, 2016 12:50 am, edited 1 time in total.
Midaychi
Joined: Fri Mar 27, 2015 1:38 am
Byond Username: Amidaychi

Re: Impact Sensor

Post by Midaychi » #182542

Welp
Last edited by Midaychi on Wed Jun 01, 2016 12:49 am, edited 1 time in total.
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Super Aggro Crag
In Game PermaBanned
Joined: Sat Mar 21, 2015 9:47 pm
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Re: Impact Sensor

Post by Super Aggro Crag » #182552

ya post 3 time
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lumipharon
TGMC Administrator
Joined: Mon Apr 28, 2014 4:40 am
Byond Username: Lumipharon

Re: Impact Sensor

Post by lumipharon » #182580

This has been suggested before - I even think someone may have tried to code it, not sure though.
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