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Controlinator Inputs (when not on sackbot as well)
Archive: 5 posts
Why in god name is they no inputs for controlinator? but they is only when you put it on a sackbot! anyone know of a good way to turn the controlinator off? | 2011-02-07 11:34:00 Author: jump_button Posts: 1014 |
What happens if you set it to controlled by nearest player and receive? Shouldn't you than be able to control stuff through it? Or is that not what you mean? anyone know of a good way to turn the controlinator off? Stick it on a microchip and turn the microchip off, maybe | 2011-02-07 12:08:00 Author: Syroc Posts: 3193 |
when the player in it what i need, You cant have auto enter on and eject player without other entering it it be nice if i could turn it off to stop it | 2011-02-08 10:29:00 Author: jump_button Posts: 1014 |
If you put a constant signal into the "eject player" it will forbid any one from entering the controllinator. For example, if you want to deactivate a vehicle you could trigger a permanent switch of your choosing (OR gate, counter of 1, binary selector, etc.) and feed that into the eject input of the controllinator. As long as it's receiving signal, it will kick out and keep out any players. Giving the controllinator buttons inputs only makes sense in the context of a sackbot since it directly translates to player actions. It doesn't make sense to say X triggers (something) and (something else) triggers X when you could just say (Something else) triggers (something). | 2011-02-08 13:00:00 Author: Foofles Posts: 2278 |
If controllinator is outside sackbot control inputs are useless since theres nothing to input those controls signals in. Maybe for remote transmitting control, but in this case you can use tags instead and OR gate them with original controls. | 2011-02-08 13:56:00 Author: Shadowriver Posts: 3991 |
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