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How does I DCS/Controllinator Combination Lock?

Archive: 7 posts


I'm trying to figure out a way to make a combination lock of, say, 6 keys/buttons, using the Controllinator. For example, I want the player to sit down on it and input the following code:

Up, Right, Triangle, Triangle, R1, Down

Upon doing so, I want a door to open up, or whatever mechanism the output is. Thing is, I also want the code to "reset itself" if it is entered incorrectly at any point.

I hope that made sense. If you need any more information, or need me to explain better, just ask! Thanks!
2011-01-26 06:50:00

Author:
aer0blue
Posts: 1603


I know this can be done purely by logic and Sequencers. It is a bit tricky though, and I myself have only managed to build a hybrid logical/mechanical solution using a Selector, a Follower and a lot of Tag Keys and Tag Sensors during the beta...

I won't have access to my PS3 and LBP2 for the rest of this week, but if you haven't found a solution by Monday feel free to add me on PSN and send a request for the device

Cheers!
2011-01-26 08:07:00

Author:
Slaeden-Bob
Posts: 605


I know this can be done purely by logic and Sequencers. It is a bit tricky though, and I myself have only managed to build a hybrid logical/mechanical solution using a Selector, a Follower and a lot of Tag Keys and Tag Sensors during the beta...

I won't have access to my PS3 and LBP2 for the rest of this week, but if you haven't found a solution by Monday feel free to add me on PSN and send a request for the device

Cheers!

Thanks, Slaeden-Bob. I'll mess around with it tomorrow, see what happens. If I get it to work properly, I'll make a public/copyable version.
2011-01-26 10:20:00

Author:
aer0blue
Posts: 1603


I think I have an idea on how to do it, I will test it tonight but my idea would be a bit complicated. It would involve selectors and the on off inputs of microchips, I know there would be a better way 2011-01-26 10:32:00

Author:
robotiod
Posts: 2662


OK - This is not actually as complex as it looks. The more nodes we add to the sequence, the more cluttered it gets, but the logic is the same for all of them and is relatively straight forward...

The one major caveat here is that this is set up so that each button can only be used once. But the logic required for a reusable button would be easy to implement, and I'll discuss that below.

I am using a selector and an individual microchip for each button input. Unused buttons are routed to an OR gate (bottom-right) that sends to the RESET-XOR gate. (FYI - The correct sequnce here is R2-O-X-L1)

http://i168.photobucket.com/albums/u180/v0rtex2002/LBP/APhoto_12-1-1.jpg

Each of the button inputs included in the sequence has its own MC:

http://i168.photobucket.com/albums/u180/v0rtex2002/LBP/APhoto_13-1.jpg


The One-Shot Set/Reset Counter ensures that the button input is registered only once
If the button is pressed in the correct sequence (bottom AND gate) the signal is routed to the
Correct-Sequence-Pressed-XOR gate on the main DCS chip

The Correct-Sequence-Pressed-XOR signal is then sent to the Cycle input of the Selector


If the button is pressed but the sequence is incorrect (top AND gate) then the signal is sent to the RESET-XOR gate

Which is then sent to the first input of the Selector, effectively resetting it




The last button-input chip in the sequence will also send its success signal to the output of the DCS chip (overall success).

OK - as for reusable buttons, on the button-input chip (2nd picture) an OR gate would be added at the Selector Input so that multiple nodes from the selector can be logically compared to the same button input.

So in review, this says that as each button is pressed it falls into one of three categories:

Not part of the sequence at all: RESET triggered
Button pressed out of sequence: RESET triggered
Correct sequence pressed: CYCLE to next selector node (or in the case of the last one, trigger the overall success)


The one thing that's missing from this is turning it off / disabling it once the full sequence has been successfully entered.

I hope this made sense. There may be a simpler way to achieve this, but this was the best I could come up with. If you like it and want it, friend me on PSN and I will be more than happy to share it.
2011-01-26 17:31:00

Author:
v0rtex
Posts: 1878


v0rtex, would you like some fries with your win? Thanks a bunch, I'm gonna go try this out right now!

Edit: Hmm, I don't quite understand the bit about reusable buttons. I understand where the OR gate goes, but not what its input and outputs are. >_<
2011-01-26 19:17:00

Author:
aer0blue
Posts: 1603


v0rtex, would you like some fries with your win? Thanks a bunch, I'm gonna go try this out right now!

Edit: Hmm, I don't quite understand the bit about reusable buttons. I understand where the OR gate goes, but not what its input and outputs are. >_<

The inputs for the OR would be one for each instance in the Selector where you want that same button to be used. The output would be the same as the current one-node feed is: to the NOT in the top sequence and to the AND in the lower sequence. So if you had a six button sequence, but only four buttons actually used (two reused), then there will be 4 microchips - two of which will have multiple inputs from the Selector, feeding into an OR gate.

Does that help?

EDIT: Also... I think the best way to trigger success and also disable the mechanism following success would be to add a final, extra node to the selector. Don't trigger success off the last button input chip (especially since you may want to reuse it), but have the whole process end at this last (new) selector node and its output would be the success signal. Nothing else will be able to cycle the selector after that, so it will act like one big perm switch.

Alright... one last edit... I forgot the "other" buttons that are wired to reset the sequence. Sooo... I wired the RESET XOR into an AND gate, coupled with a NOT signal coming from the final Selector node (the success node) and wired that AND output into the first Selector node. So NOW it acts like a big, complex perm switch.
2011-01-26 21:26:00

Author:
v0rtex
Posts: 1878


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