How to create the Timed Mines from Abe's Oddysee
Just as a little test of logic on myself, I sat down for about 20 minutes and made a mine from abe's oddysee.
Well that's helpful 'innit? Just saying I made one, what good is that??
Well now i'll post and explain the logic so you guys can make them too!
The difficulty of the logic is only of an intermediate level but if this helps anyone learn then that'd be great :)
http://img641.imageshack.us/img641/6...ddyseybomb.png
For anyone that hasn't played the game, the mines go beep beep beep BOOP and flash red red red GREEN like that, and you have to tap it on the green else you set the mine off. You also can't stand on them or jump over them.
Don't worry you guys, that picture makes it look more complicated than it really is.
What's happening, is a small square of dissolve is on a flipper motion'd piston, going past those 4 vertical key switches.
Every time it triggers a keyswitch it lights up the corresponding lights and makes the beep sound. The dissolve also has an emitter on it, and it fires a paintball to the left. The paintball will hit one of two triggers, and as you can see, for 3/4s of the time the paintball will hit one trigger over the other.
The emitted paintball is fired whenever the player grabs the mine (which is a standard triggered explosive).
At the bottom right we have an OR gate. Which is when input A OR B are triggered, then C is triggered.
A is the case of the player trying to jump over the mine. (The directional player sensor switch is connected to the first piston.)
B is the case of the player mis-timing the defusing action. (The larger directional paint switch target is connected to the second piston.)
C is the bomb explodering. (The Key switch on the OR gate is connected to the explosive.)
You can either create your own OR gate from the other tutorials in this forum or get one from the LBPC Logic Pack level.
The win condition is when the player times the grab with the 4th BOOP (which should co incide with the green light being on) and the emitter fires the paintball at the smaller paintswitch which will then trigger the 3 dissolve switches.
This stops the lights flashing, the sounds beeping, the paintballs firing and break the OR switch so it can't be triggered anymore.
So there you have it, If i've not explained a bit well enough then just say and i'll make an amendment.
I was thinking of including it in a level but I don't think it'll fit well enough, but you guys should feel free to use it.:D