Message Sensor. Receives messages from a Message Actuator When it receives a message, one positive pulse is sent to the controller, immediately followed with one negative pulse.
To retrieve it, you'll need a python script to get a list of the received messages. Only accept messages that have this Subject. Note: Leave blank to accept all messages. When a sensor is activated, it sends one positive pulse to the attached controller s. True Level Triggering disabled: Sends one positive pulse when the sensor is activated. True Level Triggering enabled: Continues to send positive pulses as long as the sensor is active.
Note : The number of pulses sent is based on the logic tic rate. For Bool , a value other than 0 also negative is counted as True.
Copy Copies a property from another Object to a property of the actuator owner once the actuator is activated. Toggle Switches 0 to 1 and any other number than 0 to 0 once the actuator is activated.
Level TODO. It's going to be an inventory screen that's only visible when player presses I overlay scene. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. Ask Question. Asked 7 years, 2 months ago. Active 7 years, 2 months ago. Viewed times. If the button is not pressed the motion is applied based on the global world axis.
Values in this row act as rotational forces Torque that apply to the object. This works only for dynamic objects. Positive values rotate counter-clock-wise. Rotate the object for the given angle 36 is a full rotation. Positive values rotate clock-wise. Sets overrides current velocity the velocity of the object to the given values. When "add" is activated the velocity is added to the current velocity.
To get a movement over a certain distance, you need to send a FALSE pulse to the motion actuator after each positive pulse. With the MenuButton you specify which channel's freedom should be constrained. With the NumberButtons "Min" and "Max" you define the minimum and maximum values for the constraint selected. To constrain an object to more than one channel simply use more than one Constraint actuator. The Ipo Actuator can play the Ipo-curves for the object that owns the Actuator.
If the object has a child with an Ipo in a parenting chain and you activate "Child" in the Actuator, the Ipo for the child is also played. The "Force" Button will convert the "Loc" Ipo curves into forces for dynamic objects. When pressed, the "L" Button appears which cares for applying the forces locally to the objects coordinate system.
Plays the Ipo from "Sta" to "End" at every positive pulse the Actuator gets. Other pulses received while playing are discarded. Plays the Ipo from "Sta" to "End" on the first positive pulse, then backwards from "End" to "Sta" when the second positive pulse is received. Plays the Ipo for as long as the pulse is positive.
When the pulse changes to negative the Ipo is played from the current frame to "Sta". Plays the Ipo in a loop for as long as the pulse is positive. This plays the Ipo repeatedly for as long as there is a positive pulse. When the pulse stops it continiues to play the Ipo to the end and then stops. SetType int type ;. SetStart int frame ;. SetEnd int frame ;. The Camera Actuator tries to mimic a real cameraman.
It keeps the actor in the field of view and tries to stay at a certain distance from the object.
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