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#1

Does anyone know of a self stabilizing counter system?

Archive: 3 posts


I have a wireless tag system that when activated, it changes all the others like it, but if it is spawned later, it won't retain the same data as the others, and I only know of one fix, but it would take a bunch of counters, tags, and microchip layers, and I'm looking for something more simple

IGN-PuturosuL
2013-07-13 19:12:00

Author:
amiel445566
Posts: 664


if you use a selector instead of a counter then each state broad cast its current state as an output ( turn on tag when activated state01 state 02 ... stateN). then each one can also watch for updates. the individual that causes the update would be triggered through the bottom input that does one step forward or backwards on the bottom of the selector.

the counters are good for visual reference to the player but are less useful in the logic.

you could also just build the tag system once on the outside as a different object that broadcast the current state, while the other components are all listening and only sending updates to the broadcaster (by flashing an tag for a moment example hit tag , then the broadcaster watches for hit and updates one step when it sees it). this would use less tags but would introduce another component(which would probably be better than having all of the components broadcasting the same information). still the other components need to be able to listen to all the different states.
2013-07-13 22:49:00

Author:
deboerdave
Posts: 384


why not use a feedback loop that broadcast a constant number that can be changed added to and subtracted from ?2013-07-22 07:56:00

Author:
JKY
Posts: 119


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