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Signal strength-logic
Archive: 3 posts
A logic gate, that senses signal strengths to activate different things. Example: A timer, that has been stopped at 50% activates a lamp. Then it raises up to 80%, activating a different lamp, emitter, mover etc. It should work similarly like a selector. (able to choose the number of ports, every port having an output) But in every port, the player should be able to choose, which strengths (in %) it requires to activate something. Another example: A (timer, counter, controllinator left/right stick, R2/L2 etc.) is connected to the input of this signal strength-logic gate. Player selects a number of 3 ports. Port no.1 strengths: 0%-33% = activates a smoke emitter. Port no.2 strengths 34%-66% = activates a sequencer. Port no.3 strengths 67%-100% = activates a material tweaker. Tell me what you think of this idea! | 2012-02-02 13:59:00 Author: snakeguyfin Posts: 7 |
It's possible I'm not following exactly what you mean here, but couldn't what I think you just described, be achieved with a Sequencer? Wire the output from your Timer into your Sequencer. Set the Sequencers input to 'Positional' and then place Batteries along the Sequencer corresponding to what activation value actives what. | 2012-02-02 14:21:00 Author: Ostler5000 Posts: 1017 |
Wow..that's neat... It works. Thank you! But for simplicity's sake the signal strength logic gate should be implemented (in my opinion). Not all can do logic. This idea was blown off as I was trying to make distance evaluation logic using tag sensors to sense, how far is the tag it's looking for, and then activate something with it... If you didn't notice, ^^ this ^^ required some signal strength outputs (the tag sensor's output value : Signal strength doesn't work like it). But now, the tag sensor output value : Closeness + the sequencer thingy can do this. | 2012-02-03 11:53:00 Author: snakeguyfin Posts: 7 |
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