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#1

Tug o' War counter

Archive: 7 posts


So I'm working on a level that will have several targets that will take about 20 hits to change from one color to the other. Say the two colors are purple and red. In single player, they will all start out purple and the player will try to make them all red, but in multi-player, half will start purple and half will start red, and both players will be fighting a kind of tug o' war for them.

What I need to do is rig some sort of counter, but due to the tug o' war thing, it needs to be a counter that can be added to and subtracted from. If the red player scores five hits on a purple target and then the purple player scores two on the same target, the count should be three at that point. The count will need to make it all the way to 20 to turn a purple target red, and it will need to make it all the way to zero to turn a red target purple. So a purple target that's taken 19 red hits will still be purple until it takes it's 20th and a red target that's taken 19 purple hits will still be red.

So what I need are ideas on how to make a counter that works like that. The way that immediately comes to mind is to have one color emit mag key/dissolve blocks into a shaft and have the other color destroy them (using a mag key flipper at the bottom of the shaft so it only dissolves one at a time). Then there'd be a state switch (S/R latch) that would respond to a full shaft to toggle red or an empty shaft to toggle purple. But with multiple targets, having emitters capable of spitting out 20 loose (not glued down) objects for each target, is a thermo-expensive solution.

So does anybody have any ideas for a counter that would work accurately and wouldn't be too thermo-expensive?
2010-02-08 10:25:00

Author:
Sehven
Posts: 2188


First, have a look at this Incremental Bolt thread (https://lbpcentral.lbp-hub.com/index.php?t=19915-Incremental-Bolt). I think you could use two incremental bolt wheels on top of each other, running in opposite directions, with a magnetic key on the front one. If the reds score a point, the back wheel turns right (turning the front wheel with it), moving the magnetic key towards the "red goal" magswitch. If the purples score a point, the front wheel turns left, moving the magnetic key towards the "purple goal" magswitch. Then you need some logic to prevent the red wheel from moving if they already reached the goal, and the same thing for purple.

Does that make sense?
2010-02-08 12:46:00

Author:
Rogar
Posts: 2284


Hm. I'm surprised he was able to get accurate increments with a timer like that. After I went to bed last night I was thinking about this (my best thinking is done while I wait to fall asleep or when I'm driving to work) and I thought about making an incremental wheel based counter. My thought was to use gears with flippers that could catch on the teeth because I didn't think a timer could be made that accurate. Is seems that Tamland's counter would be just as accurate and simpler than my idea (he can get incremental two direction counting out of one wheel: mine would've required two). Should be a very thermo-friendly solution. I'll try it out later on today. Thanks for linking me to that thread.2010-02-08 20:50:00

Author:
Sehven
Posts: 2188


I might need a picture, i don't know what your saying. Could you dumbify your thinking for me?2010-02-09 13:37:00

Author:
Emogotsaone
Posts: 1030


You mean for the question or the solution?2010-02-09 19:19:00

Author:
Sehven
Posts: 2188


Question please.2010-02-09 22:43:00

Author:
Emogotsaone
Posts: 1030


Ah. Well, there's those little bumper circles on the pinball table. Two start out red and two start purple in a two player game (in one player they'll all start purple). I want for it to take 15 hits to change from one color to the other, but if, say, player one hits it five times, so he's got ten left, and then player two hits it twice, now player one has to hit it 12 times to finish it (I said 20 hits in the first post, but after some play testing, 20 is just too many: it'll be tough enough with 15).

Anyway, I've got the solution worked out now. I built an incremental counter like the thread that Rogar linked to. Used a 180 degree wobble bolt and didn't even have to do any math: just set it to two seconds, with .1 second pulses through a remote three way (I used my snappy "hyper accurate remote 3way" that I give as a prize in one of my tech demo levels) and it took exactly 15 hits to get from one side to the other. The advantage of the wobble bolt is that I didn't need to rig any extra logic to disable inputs once it reaches the end (when it's all the way purple, it will ignore purple hits because it's at the end of the wobble's angle).
2010-02-10 00:07:00

Author:
Sehven
Posts: 2188


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