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Controlinator Shut-off
Archive: 4 posts
Hey folks, is there any way to actually shut off a controlinator such that you cannot get in until there is an input from somewhere? I'm trying to make a tameable creature that I've already programmed to have hunger and other instincts! Edit: The only viable way I apprehend at the moment is to have the creature destroy itself when it becomes tamed, and instantly emit a controlinator version of itself. Double Edit: WOW I did it!! I made it so you need to find a specific sticker in the level (to place it on the creature) in order for you to ride it! This helped me think, being able to vent progress like this. --> Would anyone like to know how I did it? That's the only real use of this thread now. (sorry admins for clogging stuff up). | 2013-05-30 03:45:00 Author: Unknown User |
Glad you solved the issue. You can also connect an inverted Tag Sensor, or some other tool, to the controlinator so that it'll be permanently inactive until something actives it. | 2013-05-30 04:24:00 Author: stealthXG Posts: 18 |
Glad you solved the issue. You can also connect an inverted Tag Sensor, or some other tool, to the controlinator so that it'll be permanently inactive until something actives it. Hey that's exactly what I did, nice! Yeah I just inverted the sticker sensor so that the creature requires the sticker in order to be mounted, for lack of a better word. And you can still get off of it- I put down a direction combiner, putting my assigned exit button + the sticker sensor together, connected to the controlinator. I love this logic stuff. You can do anything it seems! | 2013-05-30 05:05:00 Author: Unknown User |
The way I do it is to link a NOT gate (or any inverted input) to the eject button. Then you just "deactivate" that input and that'll allow you to enter. In my level, I've used this method so that the sackbot can grab an object, and that'll allow him to enter the controllinator. | 2013-05-30 10:10:00 Author: Ali_Star Posts: 4085 |
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