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#1

Randomizers

Archive: 5 posts


Okay not so much of the usual "not random" complaint about randomizers... although I would like to see them actually seem to be a little random. (use the clock state when the game loads instead of when the randomizer is created, so that it's not the same every time.)

I want randomizers to have a speed scale setting when attached to a timer or counter or something. I'm not sure why it doesn't already, but It would be great for things like survival challenges and stuff.. I don't know. seems like it could be useful, and I don't think there is a (easy enough) way to have the speed of the randomizer scale up with a timer. (although I guess you could use a sequencer with lots of randomizers with different speed settings working wirelessly through tags)
2011-05-13 20:05:00

Author:
Madafaku
Posts: 738


I think the randomizer is random enough.2011-05-13 20:13:00

Author:
craigmond
Posts: 2426


No it isn't craigmond, because when you rewind, it does the same on/off pattern.2011-05-13 21:01:00

Author:
Unknown User


I always thought they were randomly chosen based on the current time, but that would make two different ones set at the same time always make the exact same outputs...
... Maybe they could be based on time, and another number is plugged in depending on the order the randomizers were placed, left to right for simultaneous ones. [/mindless babble]
2011-05-13 22:16:00

Author:
Figfewdisgewd
Posts: 73


quike fix:
have independant actions (actions caused by tags/ switchs) and have a randomizor spawn w/ the tags you wanna randomize. This will insure randomization.

If that didn't make sense, sorry. just tinker around w/ emiting and remdomizors (as well as tags/ switches)

This is not needed.
2011-05-13 23:41:00

Author:
a_mailbox
Posts: 416


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