Lostwind
01-20-2011, 09:30 PM
Hey guys, so my title might be misleading. Let me paint the scenario. I'll highlight/bold the important bits if you want to avoid a wall of text.
I am making a tower defense/strategy game. Things have been going smoothly, but I have hit a bump. Part of the strategy of the game is that every weapon at your disposal has a limited number of uses before it hits a cooldown period, during which that weapon or mechanism will not activate. When that cooldown period is over, the weapon will be free to use again.
So here comes the issue:
The main gun, uses an emitter to fire lasers. I attached the X button on my Controllinator to the emitter that fires as well as a timer set to speed-scale (because that appropriately tracks how much ammo the player is using) that counts how long the player has been firing for. After 5 seconds worth of shots, ideally, I want the emitter to be unresponsive to button presses, as in, not shoot lasers, even if the players tried, for about 4 seconds while the laser cannon "cools down", similar to reloading a gun in first person shooting games where the player cannot shoot.
I attached the timer above to another timer below it that doesn't run on speed-scale, but rather a count up timer that shows the player how much time left before they can shoot again. Problem is, though various triggers and XOR gates can indeed cut off my X button's power supply to the emitter, without a power supply, the emitter fires on its own anyway, as if it wasn't connected to anything. This problem would be much easier to solve if emitters had more than one input, but they dont :(.
Now the question:
Is it possible, through gates and splitters and what not (or whatever has to be done really) to cut off supply to an emitter to stop it from emitting completely for a brief period of time? The end goal here is to have it so that when the laser (emitter) has used up all its time (ammo) shooting, there is a period of time when the emitter cannot emit anything. When that cooldown timer runs out, all the timers will reset, and this process will loop as many times as the player runs out of time (ammo).
Theoretically, I'd say the answer lies in making it so that the emitter stays connected to the X button on the Controllinator, (so that the emitter doesn't act as if its not connected to anything, which results in a steady beam of emitted items), but having it so that something blocks the X button's signal to the emitter during the cooldown timer.
Sorry for the wall of text, any help would be greatly appreciated guys! Promise to check your page out and see what kind of levels you have if you post with an answer so I know who ya are! :D
I am making a tower defense/strategy game. Things have been going smoothly, but I have hit a bump. Part of the strategy of the game is that every weapon at your disposal has a limited number of uses before it hits a cooldown period, during which that weapon or mechanism will not activate. When that cooldown period is over, the weapon will be free to use again.
So here comes the issue:
The main gun, uses an emitter to fire lasers. I attached the X button on my Controllinator to the emitter that fires as well as a timer set to speed-scale (because that appropriately tracks how much ammo the player is using) that counts how long the player has been firing for. After 5 seconds worth of shots, ideally, I want the emitter to be unresponsive to button presses, as in, not shoot lasers, even if the players tried, for about 4 seconds while the laser cannon "cools down", similar to reloading a gun in first person shooting games where the player cannot shoot.
I attached the timer above to another timer below it that doesn't run on speed-scale, but rather a count up timer that shows the player how much time left before they can shoot again. Problem is, though various triggers and XOR gates can indeed cut off my X button's power supply to the emitter, without a power supply, the emitter fires on its own anyway, as if it wasn't connected to anything. This problem would be much easier to solve if emitters had more than one input, but they dont :(.
Now the question:
Is it possible, through gates and splitters and what not (or whatever has to be done really) to cut off supply to an emitter to stop it from emitting completely for a brief period of time? The end goal here is to have it so that when the laser (emitter) has used up all its time (ammo) shooting, there is a period of time when the emitter cannot emit anything. When that cooldown timer runs out, all the timers will reset, and this process will loop as many times as the player runs out of time (ammo).
Theoretically, I'd say the answer lies in making it so that the emitter stays connected to the X button on the Controllinator, (so that the emitter doesn't act as if its not connected to anything, which results in a steady beam of emitted items), but having it so that something blocks the X button's signal to the emitter during the cooldown timer.
Sorry for the wall of text, any help would be greatly appreciated guys! Promise to check your page out and see what kind of levels you have if you post with an answer so I know who ya are! :D