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Turning off behaviour chips in sack bots

Archive: 4 posts


I just have a quick question.. When I've been making sackbots with two or more behaviour chips in them I've been sending a negative signal to the chip I want turned off at the same time as turning on the one I want to be active.. is this necessary? I seem to remember the first time I tried I didn't send the "not" signal to the chip to be turned off and it didn't work, so i've been using a not signal ever since... don't really know why this is necessary tho, shouldn't it just be that if you turn one behaviour chip on, the others automatically turn off.... or am I not thinking this through properly?2011-02-14 09:53:00

Author:
chillum007
Posts: 228


I just have a quick question.. When I've been making sackbots with two or more behaviour chips in them I've been sending a negative signal to the chip I want turned off at the same time as turning on the one I want to be active.. is this necessary?

Yes and no.

Behaviour chips are mutually exclusive and rising-edge triggered (like Music Boxes and Movie Cameras). "Mutually exclusive" means that enabling one will automatically disable all others, and "rising-edge triggered" means they only activate when the input signal changes from zero to one.

So, if you need to re-enable a chip which was previously enabled, you will necessarily have to disable it before you can re-enable it (to create a rising edge), but If you never reactivate the same chip twice, then there's no need to deactivate it.
2011-02-14 10:19:00

Author:
Aya042
Posts: 2870


I was playing with a bot yesterday, let me check..
Nah, it leaves the last activated on for some reason.
Without a not gate it only switches to the new behavour once and stays on. Like a p-switch.
I have no idea why. I can't get the behaviour chips to work without a not gate.
2011-02-14 10:23:00

Author:
midnight_heist
Posts: 2513


Thanks guys,, that clears that up then 2011-02-14 13:08:00

Author:
chillum007
Posts: 228


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