Holoradar
12-17-08
Spawn something flat like a phx 1×1 plate then tilt it at a 45 degree angle (makes the beacon sensor and holo automatically face forward), make a target finder with wanted settings and max bogeys 30, a beacon sensor with split xyz, 3 multiplies (Gate-Arithmetic), a subtract (Gate-Artithmetic), a pulser (Gate-Time), a constant value of {0.02,0.1,1000,60}, and a holoemitter (Wire-Holography). ——– Target finder will be TF, Constant Value will be CV, and Holoemitter will be HE ——– Connect the beacon sensor to TF:1, connect Pulser:Run to TF:1, connect Pulser:Ticktime to CV:0.1, connect TF:Nexttarget to Pulser, connect the A of each multiply to XYZ of the bacon sensor (Mul1 to x, Mul2 to y, and Mul3 to z), connect the B of each multiply to CV:0.02, connect Sub:A to Mul3, and Sub:B to CV:60. Connect HE:X to Mul2, HE:Y to Mul1, HE:Z to Sub, HE:Active to TF:1, HE:Faderate to CV:1000, and its done.
Explanation of Holoradar: The target finders max bogeys refers to how many entities it will track at once, which is neccessary if you want to switch between more than two entities. The pulser caused the target finder to change targets every 1/5 second. The beacon sensor Split XYZ tells how far things are X|Right, Y|Forward, and Z|Up. The multiplys made those numbers 1:50 scale so then you can see everyone. The subtract was to make up for the additional 60 units Z that the holoemitter adds. Faderate makes the dots disappear faster the higher you set it, which we want otherwise we get long paths of where the entities have gone.
I will add a dupe, expression version, and picture of the holoradar later.