Difference between revisions of "Laser Sensor"
m (Moved all images from external sources to local hosting on the wiki.) |
(→Gallery: Cleared gallery.) |
||
(6 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
− | == | + | <!-- Put picture here; align right [[File:]] --> |
+ | <blockquote> | ||
+ | ''Emits an invisible laser beam and audibly alerts the owner if something crosses the beam.'' | ||
+ | </blockquote> | ||
+ | == Details == | ||
+ | === Overview === | ||
[[Laser Sensors]] (also known as sensors) can be placed on any object and will emit a beeping noise once the laser is interrupted. | [[Laser Sensors]] (also known as sensors) can be placed on any object and will emit a beeping noise once the laser is interrupted. | ||
+ | |||
+ | Upon placing a ''Laser Sensor'', a high-pitched beep will sound off, notifying you that the ''Laser Sensor'' is now active. Although you can aim the sensor with ''right click'', there is nothing that comes out of this other than being able to place the sensor more cautiously. Players and objects interrupting the beam of the laser sensor will result in the player who placed them down hearing a high-pitched beep. Laser sensors ''cannot'' detonate [[Remote Charges]] upon interruption. The precise range of the sensor is unclear, but it is proximately 1 meter and is longer than the disable range(the range where you are able to perform disable ability on sensors). This means sensors can perfectly rig up tight areas like vents where players cannot approach the sensor from any other direction other than face on. | ||
+ | |||
+ | It is also important to note that thrown object like [[Grenades]] don't set off sensors, same with [[Mirror Camera]] and [[Remote Charges]](or c4). In fact, sensors can be covered by remote charges and the range won't get affected. Since a mirror camera can't be detected by sensors, it is the perfect tool for peaking into a room and scout for sensors. Smokes from [[Smoke Grenades]] also won't affect the sensor's range. Explosions from [[Grenade]] won't set off the sensors. Interestingly, although sensors cannot be taken out underwater, placement in water is still possible. After testing, water does affect the range of sensors, where it won't detect you even when you are in disable range. Additionally, sensors underwater show superior ability at detecting up, down, right, and left movement of the player, yet experience difficulties detecting player moving towards it. | ||
+ | === Data === | ||
+ | {{WIP}} | ||
+ | === Keybinds === | ||
+ | The [[Laser Sensors]] can be equipped by pressing "'''7'''". Once equipped, you can place the laser sensor by '''left clicking''' while aiming where you want it placed. | ||
+ | |||
+ | == [[Tuning]] == | ||
+ | {{WIP}} | ||
+ | {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | ||
+ | | <span style="font-size: 120%;">'''Example code:'''</span> | ||
+ | |- | ||
+ | | | ||
+ | { | ||
+ | "GuardTuning": { | ||
+ | "Sensor": { | ||
+ | "canUseOnLadder": false, | ||
+ | "canUseInWater": false, | ||
+ | "canUseUnderWater": false, | ||
+ | "canUseOnZipline": true, | ||
+ | "dropWhenRagged": false, | ||
+ | "hideOnRagdoll": false, | ||
+ | "fireRate": 0.1, | ||
+ | "fireRecoverRate": -1, | ||
+ | "fireDelayTime": 0.3, | ||
+ | "hasSemiAuto": true, | ||
+ | "hasFullAuto": false, | ||
+ | "hasBurstShot": false, | ||
+ | "maxClipAmmo": 1, | ||
+ | "reloadTime": 0.5, | ||
+ | "autoReload": true, | ||
+ | "reloadOnEquip": true, | ||
+ | "hasScope": false, | ||
+ | "canJumpFire": true, | ||
+ | "unequipOnEmpty": true, | ||
+ | "unequipDelay": 0.3, | ||
+ | "removeFromInventoryOnEmpty": true, | ||
+ | "equipTime": 0.1, | ||
+ | "advancedRecoil": false, | ||
+ | "hasStockRecoil": false, | ||
+ | "stockRecoilRecoverySpeed": 5, | ||
+ | "recoilBalance": 3, | ||
+ | "precoilBalance": 0, | ||
+ | "canFocusShot": false, | ||
+ | "noPrecoilZoomed": true, | ||
+ | "medHighEnergy": 60, | ||
+ | "lowMedEnergy": 30, | ||
+ | "aimDownSightsFov": 50, | ||
+ | "extraZoomingFov": 35 | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |} | ||
+ | |||
+ | == Trivia == | ||
+ | {{WIP}} | ||
+ | |||
+ | == Gallery == | ||
+ | {{WIP}} | ||
== History == | == History == | ||
*[[Change Log]] | *[[Change Log]] | ||
− | **[[Build 80]] | + | U5 Builds |
− | **[[Build 79]] -New laser sensors have a start up sound and no longer get triggered through objects and doors! Moving doors or objects will trigger them now however. | + | **[[Build 80|Build 80 & 81]] - Usable items like Grenades and Sensors now remove from your inventory when you have none left (one step closer to dropping items) |
+ | **[[Build 79]] - New laser sensors have a start up sound and no longer get triggered through objects and doors! Moving doors or objects will trigger them now however. | ||
**[[Build 79]] - Sensor start up time change to 2 seconds instead of 3 | **[[Build 79]] - Sensor start up time change to 2 seconds instead of 3 | ||
**[[Build 75]] - Laser Sensors beeps have been limited so we don't kill your ears | **[[Build 75]] - Laser Sensors beeps have been limited so we don't kill your ears | ||
+ | U4 Patches | ||
**[[Patch 429]] - Made sensor not go off when you are a dead man. | **[[Patch 429]] - Made sensor not go off when you are a dead man. | ||
**[[Patch 309]] - Make sure charges and sensors are always flat on the wall and don't go through. | **[[Patch 309]] - Make sure charges and sensors are always flat on the wall and don't go through. | ||
− | == | + | == See also == |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{List of Weapons and Gadgets}} | {{List of Weapons and Gadgets}} | ||
− | |||
[[Category:Intruder]] | [[Category:Intruder]] | ||
− | [[Category: | + | [[Category:Items]] |
Latest revision as of 00:31, 26 May 2024
Emits an invisible laser beam and audibly alerts the owner if something crosses the beam.
Details
Overview
Laser Sensors (also known as sensors) can be placed on any object and will emit a beeping noise once the laser is interrupted.
Upon placing a Laser Sensor, a high-pitched beep will sound off, notifying you that the Laser Sensor is now active. Although you can aim the sensor with right click, there is nothing that comes out of this other than being able to place the sensor more cautiously. Players and objects interrupting the beam of the laser sensor will result in the player who placed them down hearing a high-pitched beep. Laser sensors cannot detonate Remote Charges upon interruption. The precise range of the sensor is unclear, but it is proximately 1 meter and is longer than the disable range(the range where you are able to perform disable ability on sensors). This means sensors can perfectly rig up tight areas like vents where players cannot approach the sensor from any other direction other than face on.
It is also important to note that thrown object like Grenades don't set off sensors, same with Mirror Camera and Remote Charges(or c4). In fact, sensors can be covered by remote charges and the range won't get affected. Since a mirror camera can't be detected by sensors, it is the perfect tool for peaking into a room and scout for sensors. Smokes from Smoke Grenades also won't affect the sensor's range. Explosions from Grenade won't set off the sensors. Interestingly, although sensors cannot be taken out underwater, placement in water is still possible. After testing, water does affect the range of sensors, where it won't detect you even when you are in disable range. Additionally, sensors underwater show superior ability at detecting up, down, right, and left movement of the player, yet experience difficulties detecting player moving towards it.
Data
Work In Progress
Pardon our dust! This page isn't complete yet. Thank you for your patience as we continue to build up the wiki. |
Keybinds
The Laser Sensors can be equipped by pressing "7". Once equipped, you can place the laser sensor by left clicking while aiming where you want it placed.
Tuning
Work In Progress
Pardon our dust! This page isn't complete yet. Thank you for your patience as we continue to build up the wiki. |
Example code: |
{ "GuardTuning": { "Sensor": { "canUseOnLadder": false, "canUseInWater": false, "canUseUnderWater": false, "canUseOnZipline": true, "dropWhenRagged": false, "hideOnRagdoll": false, "fireRate": 0.1, "fireRecoverRate": -1, "fireDelayTime": 0.3, "hasSemiAuto": true, "hasFullAuto": false, "hasBurstShot": false, "maxClipAmmo": 1, "reloadTime": 0.5, "autoReload": true, "reloadOnEquip": true, "hasScope": false, "canJumpFire": true, "unequipOnEmpty": true, "unequipDelay": 0.3, "removeFromInventoryOnEmpty": true, "equipTime": 0.1, "advancedRecoil": false, "hasStockRecoil": false, "stockRecoilRecoverySpeed": 5, "recoilBalance": 3, "precoilBalance": 0, "canFocusShot": false, "noPrecoilZoomed": true, "medHighEnergy": 60, "lowMedEnergy": 30, "aimDownSightsFov": 50, "extraZoomingFov": 35 } } } |
Trivia
Work In Progress
Pardon our dust! This page isn't complete yet. Thank you for your patience as we continue to build up the wiki. |
Gallery
Work In Progress
Pardon our dust! This page isn't complete yet. Thank you for your patience as we continue to build up the wiki. |
History
U5 Builds
- Build 80 & 81 - Usable items like Grenades and Sensors now remove from your inventory when you have none left (one step closer to dropping items)
- Build 79 - New laser sensors have a start up sound and no longer get triggered through objects and doors! Moving doors or objects will trigger them now however.
- Build 79 - Sensor start up time change to 2 seconds instead of 3
- Build 75 - Laser Sensors beeps have been limited so we don't kill your ears
U4 Patches
See also
Weapons and Gadgets | |
---|---|
Holster | Panther - Shrike |
Primary | Manta - Hammerhead - Falcon - Shield |
General | Remote Charge - Banana - Grenade - CS Grenade - Smoke Grenade |
Laser Sensor - Cardboard Decoy - Bush Camouflage - Binoculars - Bloon Cam - Medkit | |
Red Dot - Heavy Armor - Keycard | |
Hands - Radio - Lock Pick - Mirror Cam | |
Ammo | Pistol Ammo - SMG Ammo - Shotgun Slugs - Sniper Ammo |