Trigger Zone

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A **Trigger Zone** is a Gadget which detects when something has entered its radius, and outputs a Signal.

## Tweaks

### **Important Properties & I/O**

#### Things to Detect

* **Possessed Controller Sensors** -Detects **possessed controller sensors**. You can enter the name of a specific **controller sensor** below.

* **Tag** - Detects **tags**. You can enter the name of a specific **tag** below.

* **Imp** - Detects **imps** which are not **possessing** a **controller sensor**.

* **Camera** - Detects **cameras** currently being used by the player(s).

* **Dreamiverse Element** - Detects the **element** selected in **dreamiverse element to detect**, below.
* **Label** - Detects objects with **labels** corresponding to those you selected in **detect labels**, on the **labels** page. You can optionally enter a name in the field below. So for example if you use the label **friend** and the name **best friend**, only those **friends** name **best friend** will be detected.
* **Scene Element** - Detects the **element** selected in **scene element to detect**, below.
* **Possessable Controller Sensors** - Detects all **controller sensors** in a scene that can be **possessed**. You can enter the name of a specific **controller sensor** below.
* **All Controller Sensors** - Detects all **controller sensors** in a **scene**, whatever their settings and status. You can enter the name of a **specific controller** sensor below.

#### Name to detect...

Enter the name to be detected. You can enter it manually using the onscreen keyboard, or hover and press *up d-pad*/*down d-pad* to cycle through names in your **scene**.

**NB:** If you are playing in a non-English language, you may see two **gadget** names on an **Mm element**. If so, the name you enter here to reference it must be the English one and not the translation, or your logic won't work.

#### Detection Scope

Detect things only within the same **group** or **microchip** (**here**), only outside of it (**not here**) or both (**everywhere**).

#### Number Required

Adjust the slider to set the minimum number of the given object required to activate the **trigger zone**.

#### Number Detected

Outputs the number of items that have been detected, up to the value set in **Number Required**, above. Disabled if **Number Required** is set to **all**.

#### Dreamiverse Element to Detect

Search the **dreamiverse** to select an item you want the **trigger zone** to detect when the **dreamiverse** **element** button in **things to detect** is enabled.

#### Scene Element to Detect

**Wire** this to an object in your **scene** that you want your **trigger zone** to detect when the **scene element** button in **things to detect** is enabled.

#### Detected

Sends a **signal** when the object to be detected is in the **trigger zone**. Varies in strength if **zone falloff** is used.

#### Consider Players

When on, and this **gadget** is used in combination with one which has **player info**, the **player number** is considered. For example, if you want to use a **trigger zone** in combination with a **grab sensor** to detect whether a specific player is in the **zone** and doing the **grabbing**, switch this on.

### **Zone Size**

#### Zone Shape

Choose a shape for your **zone**. If you choose **scene** then your **zone** is the entire **scene** you are working in.

* Sphere
* Cube
* Cylinder
* Cone
* Ellipsoid
* Scene

#### Zone Size

Set the **zone size** using the slider(s). You can also manipulate the **zone** directly. **Gadget scale** affects this value, so if you increase the size of the gadget, you'll also increase the size of the **zone**.

#### Zone Falloff

Set the **zone falloff** using the slider(s). A **zone** **falloff** gives you an effect which increases/decreases in strength the closer/further it is from the actual **zone**. **Gadget** **scale** affects this value, so if you increase the size of the **gadget**, you'll also increase the size of the **falloff**.

### **Labels**

#### Detection Mode

Choose whether to detect things which are:

* visible
* hidden
* both

Choose to detect things which are:

* collidable
* not collidable
* both

#### Detect Labels

**Match Mode**  - Select whether to detect **any** or **all** of the labels selected below.

* Friend
* Foe
* Scenery
* Object
* Machine
* Weapon
* Missile
* Target
* Unlabeled

## Inputs

#### Number Required

Adjust the slider to set the minimum number of the given object required to activate the **trigger zone**.

#### Dreamiverse Element to Detect

Search the **dreamiverse** to select an item you want the **trigger zone** to detect when the **dreamiverse** **element** button in **things to detect** is enabled.

#### Scene Element to Detect

**Wire** this to an object in your **scene** that you want your **trigger zone** to detect when the **scene element** button in **things to detect** is enabled.

#### Zone Size

Set the **zone size** using the slider(s). You can also manipulate the **zone** directly. **Gadget scale** affects this value, so if you increase the size of the gadget, you'll also increase the size of the **zone**.

#### Zone Falloff

Set the **zone falloff** using the slider(s). A **zone** **falloff** gives you an effect which increases/decreases in strength the closer/further it is from the actual **zone**. **Gadget** **scale** affects this value, so if you increase the size of the **gadget**, you'll also increase the size of the **falloff**.

## Outputs

#### Detected

Sends a **signal** when the object to be detected is in the **trigger zone**. Varies in strength if **zone falloff** is used.

#### Number Required

Adjust the slider to set the minimum number of the given object required to activate the **trigger zone**.

#### Number Detected

Outputs the number of items that have been detected, up to the value set in **Number Required**, above. Disabled if **Number Required** is set to **all**.

#### Consider Players

When on, and this **gadget** is used in combination with one which has **player info**, the **player number** is considered. For example, if you want to use a **trigger zone** in combination with a **grab sensor** to detect whether a specific player is in the **zone** and doing the **grabbing**, switch this on.

#### Zone Size

Set the **zone size** using the slider(s). You can also manipulate the **zone** directly. **Gadget scale** affects this value, so if you increase the size of the gadget, you'll also increase the size of the **zone**.