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#1

Choice logic issue

Archive: 4 posts


Ok, I'm having a bit of an issue figuring this out. A sackbot wants me to water his plants, at this point I have 2 choices either water the plants or ignoring him, if you water the plants (the ground attached to a projectile sensor) basically he's happy and follows you, if you ignore him and just run by, ( I attached a tag sensor further down) he's get upset and not follow you, now the problem is what's the best way to make it so that whichever choice you make the other choice becomes inactive. I tried messing with a few logics & I couldn't figure it out, I'll really appreciate if anyone can help, thanks.2011-04-10 20:54:00

Author:
Unknown User


If I am understanding this properly, then I think what you want to do is add a microchip to the sackbot's board and put another behaviour chip in it. This one should be set to Happy and Follow. If you water the plants have a counter count up to 1 and the output of this connected to the microchip. You will also want a to not the output and put this to the original behaviour chip. Now when you water the plant have some sort of signal go to the counter and this will turn off the default behaviour and turn on the chip with the fun new behaviour in it.

The chip isn't really necessary, but if you want to have him do other things in that mode it may be helpful.

I hope that is what you meant and this helps.
2011-04-10 22:00:00

Author:
Unknown User


Thx dude, your hearted.2011-04-11 00:25:00

Author:
Unknown User


I had a similar problem when implementing delay chips in my SackSims level. I discovered that the whole chip can be deactivated by connecting the input to the chips active input, then in turn connected these with selectors to make sure only one chip at a time is active.

Go check the level if you want. The link is in the signature.
2011-04-11 00:36:00

Author:
PerfectlyDarkTails
Posts: 269


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