Difference between revisions of "Laser Sensor"

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(Added picture. Changed WIP tags for To-do notes.)
 
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== Introduction ==
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[[File:2025-06-21_Laser_Sensor.jpg|125px|frame|right|<div style="font-size:120%; text-align:center">[[Remote Charge]]‎‎ ‎ •‎ ‎ [[Laser Sensor]]‎‎ ‎ •‎ ‎ [[Mirror Cam]]‎</div>]]
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<blockquote>
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''Emits an invisible laser beam and audibly alerts the owner if something crosses the beam.''
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</blockquote>
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== Details ==
 +
=== Overview ===
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{|
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|style="padding:1px 1em; background-color:#C8C8FF;"| '''To-do:''' Rewrite to be simpler. Add highlights. Bloon can have a laser sensor on it!
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|}
 
[[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.
  
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== History ==
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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.  
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*Patch Notes
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**Patch 429 - Made sensor not go off when you are a dead man.
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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.
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**Patch 309 - Make sure charges and sensors are always flat on the wall and don't go through.
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=== Stats ===
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{|
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|style="padding:1px 1em; background-color:#C8C8FF;"| '''To-do:''' Add known stats: Length of laser, time to activate,
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|}
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=== Keybinds ===
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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.  
  
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== Gameplay ==
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== [[Tuning]] ==
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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. 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. Laser sensors ''cannot'' detonate [[Remote Charges]] upon interruption.
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{|
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|style="padding:1px 1em; background-color:#C8C8FF;"| '''To-do:''' Review information accuracy.
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|}
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{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
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| <span style="font-size: 120%;">'''Example code:'''</span>
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|-
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|
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{
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  "GuardTuning": {
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    "Sensor": {
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      "canUseOnLadder": false,
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      "canUseInWater": false,
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      "canUseUnderWater": false,
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      "canUseOnZipline": true,
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      "dropWhenRagged": false,
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      "hideOnRagdoll": false,
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      "fireRate": 0.1,
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      "fireRecoverRate": -1,
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      "fireDelayTime": 0.3,
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      "hasSemiAuto": true,
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      "hasFullAuto": false,
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      "hasBurstShot": false,
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      "maxClipAmmo": 1,
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      "reloadTime": 0.5,
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      "autoReload": true,
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      "reloadOnEquip": true,
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      "hasScope": false,
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      "canJumpFire": true,
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      "unequipOnEmpty": true,
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      "unequipDelay": 0.3,
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      "removeFromInventoryOnEmpty": true,
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      "equipTime": 0.1,
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      "advancedRecoil": false,
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      "hasStockRecoil": false,
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      "stockRecoilRecoverySpeed": 5,
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      "recoilBalance": 3,
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      "precoilBalance": 0,
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      "canFocusShot": false,
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      "noPrecoilZoomed": true,
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      "medHighEnergy": 60,
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      "lowMedEnergy": 30,
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      "aimDownSightsFov": 50,
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      "extraZoomingFov": 35
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    }
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  }
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}
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|}
  
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== Trivia ==
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{|
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|style="padding:1px 1em; background-color:#C8C8FF;"| '''To-do:''' Any known trivia?
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|}
  
 
== Gallery ==
 
== Gallery ==
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http://i.imgur.com/icQkr0I.jpg
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{|
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|style="padding:1px 1em; background-color:#C8C8FF;"| '''To-do:''' Add picture of laser sensor with laser visible.
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|}
  
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== Weapons and Gadgets ==
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== History ==
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{|
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|style="padding:1px 1em; background-color:#C8C8FF;"| '''To-do:''' Fix formatting. Add record of laser being added.
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|}
  
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*[[Weapons]]
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*[[Change Log]]
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**[[SMG]]
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U5 Builds
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**[[Sniper Rifle]]
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**[[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)
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**[[Pistol]]
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**[[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.
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*[[Gadgets]]
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**[[Build 79]] - Sensor start up time change to 2 seconds instead of 3
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**[[Mirror Camera]]
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**[[Build 75]] - Laser Sensors beeps have been limited so we don't kill your ears
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**[[Laser Sensors]]
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U4 Patches
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**[[Remote Charges]]
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**[[Patch 429]] - Made sensor not go off when you are a dead man.
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**[[Smoke Grenades]]
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**[[Patch 309]] - Make sure charges and sensors are always flat on the wall and don't go through.
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**[[Lockpick]]
 
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**[[Radio]]
 
  
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== See also ==
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{{List of Weapons and Gadgets}}
 
[[Category:Intruder]]
 
[[Category:Intruder]]
 +
[[Category:Items]]

Latest revision as of 22:44, 26 June 2025

Remote Charge‎‎ ‎ •‎ ‎ Laser Sensor‎‎ ‎ •‎ ‎ Mirror Cam‎

Emits an invisible laser beam and audibly alerts the owner if something crosses the beam.

Details

Overview

To-do: Rewrite to be simpler. Add highlights. Bloon can have a laser sensor on it!

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.

Stats

To-do: Add known stats: Length of laser, time to activate,

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

To-do: Review information accuracy.

Trivia

To-do: Any known trivia?

Gallery

To-do: Add picture of laser sensor with laser visible.

History

To-do: Fix formatting. Add record of laser being added.

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

    • 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.

See also

Weapons and Gadgets
Holster Panther - Shrike
Primary Manta - Hammerhead - Dragon - Falcon - Shield

Banana Rifle - Snowball Launcher

General Remote Charge - Banana - Grenade - CS Grenade - Smoke Grenade - Quick Smoke - Rock

Whoopee Cushion - Goober Grenade - Bloon Gun - Boxing Gloves

Laser Sensor - Binoculars - Bloon Cam - Medkit

Cardboard Decoy - Bush Camouflage - Remote Speaker

Red Dot - Heavy Armor - Keycard
Hands - Radio - Lock Pick - Mirror Cam - Surveillance Tablet
Ammo Pistol Ammo - SMG Ammo - Shotgun Slugs - Sniper Ammo - Caseless Ammo

Banana Rifle Ammo - Snowball Launcher Ammo