HyperDrive
A device used to travel at faster than light speeds to other regions of the universe.
Simply input the coordinates to your destination and have a sufficient amount of fuel, and you'll be on your way to your destination. To initiate warping, power the hyperdrive and trigger it. When warping, the hyperdrive will be anchored to prevent any movement.
The power required for warping will be dependent on the distance travelled, as well as the size of the object being transported. The amount of power required will be displayed in the hyper drive, shown in the red text.
All of the parts connected to the hyperdrive and every player sitting will be teleported, however any free floating parts or standing up players will be sucked into the vaccum of space, so be careful. Make sure the numbers on the hyperdrive is facing up to ensure correct stud alignment.
To set its coordinates programatically, you need to use the coordinates
module.
local Coordinates = require("coordinates")
local Hyperdrive = assert(GetPart("HyperDrive"), "Hyperdrive non-existant")
HyperDrive.Coordinates = Coordinates.fromVector(
Vector2.new(0, 0), -- universe coordinates (sector coordinates)
Vector2.new(0, 0), -- planet coordinates
false -- in planet?
)
It is a craftable and spawnable non-flammable solid.
It cannot be resized.
At its default size (4x4x10) it has a durability of 1.
By default, its color is #9fa1ac.
It requires 3 IonRocket
, 100 Iron
, 4 Screen
, and 50 Wire
to be crafted.
Methods
GetRequiredPower()
Returns the amount of power required for the warp.
Configurables
Coordinates
The coordinates to warp to.
To set this property, you need to use the coordinates
module. It is a Coordinates
.
Events
Configured(configurerId)
Fires when the object is configured.
The configurerId parameter is the UserId
of the player who configured the object. It is a number
.
Triggered(otherPart)
Fires when the object is triggered and provides a reference to the part that triggered it.
If a Microcontroller
indirectly initiated the triggering of an object, it will return the object rather than the Microcontroller
, whereas in the case of directly triggering the object (i.e., calling :Trigger
, but not TriggerPort
), it will return the microcontroller.
The trigger source remains unchanged if the trigger is sent through something such as an Antenna
, but will be set to a RemoteControl
if one is present along the trigger line.
The otherPart parameter is the source of the trigger signal. It is a PilotObject
.