Player Detector Block

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    It would be great if we had in the game a way to detect if a particular player is in one place or another, just as the area trigger works, to be able to configure it to detect if a player is present at a certain distance.

    This can have 2 config options, one to enter the name of the player, and another to adjust the distance, as when we set the AI block and work like the faction permission block, if the name of the player is near, it allow to activate the block place near it.

    This can solve other internal faction problems, for allow a more accurate selection of what player can enter certaion zones in your space station or ships, instead of configure it by ranks.
     
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    jayman38

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    Maybe this could be a case where a new link mechanic could be added from area detectors or gate detectors to displays. If the entity that enters the detector matches the name (or regex) in the linked display, only then does the detector activate a logic block. Other entities that don't match, simply won't.
     

    kiddan

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    Here's some quick ideas I had:
    1. Slaving active activators to an Area Detector would increase the radius slaved Area Detector Modules detect ships and players in.
    2. Using a Marker Beam you'd be able to whitelist and blacklist players, ships, and NPCs by connecting them to/from an Area Detector.
    3. Slaving a Faction Module to an Area Detector will whitelist all entities that qualify for the set faction rank permissions. E.g: An Area Detector on a ship with Private Access selected in the Faction Module will only be set-off by the owner of the ship or ships that the owner is piloting.
    4. No. 2 and 3 could be applied to Activation Gates also.
    5. Slaving active AND gates to a Area Detector will require that many more entities to be inside the Area Detector Modules at once to set them off.
     
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