Problem with shooter interval
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Problem with shooter interval
Hola,
I have a problem to create a time interval between each two shots of shooter (activated with a button). I don't want to use a simple delay option because it also delays the first shot, which, according to my intention, shouldn't be delayed. I tried various variants with doubled button, relay, etc, but nothing worked as I expect.
Anybody could give me some hint? Is it possible to do at all?
P.
I have a problem to create a time interval between each two shots of shooter (activated with a button). I don't want to use a simple delay option because it also delays the first shot, which, according to my intention, shouldn't be delayed. I tried various variants with doubled button, relay, etc, but nothing worked as I expect.
Anybody could give me some hint? Is it possible to do at all?
P.
- George Gilbert
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From "a military point of view" your hint doesn't work well. My idea is to create a gun to shoot at monsters. Interval is needed to reload a gun, and notice that without this feature it would be a machine gunGeorge Gilbert wrote:How about having your button activate the shooter and a relay. The relay has a delay and then activates the shooter?
That way you get an immediate shot, and then another shot later. Does that work for you?

I think that best solution for this and similar questions would be to add two new options for triggers - enable and disable. In my opinion, it would noticeably extend the engine possibilities. Now we have only "disable self" and there is not possible to enable disabled trigger again.
No, I need a single shoot which can be repeat by player only when time >= interval.Gambit37 wrote:Is it that you want first the left hole to shoot, then the right? Does RTC work that way -- I haven't done many experiements with shooters so not sure of their behaviour.
Simpler, I need, for example, to limit shot frequency (but not delay it) to 1 per 2 seconds.
Interesting idea but it doesn't work. I can hide a button only in design-time and not in run-time (or I don't know how to do it).copperman wrote:could you perhaps hide then show the switch ?
I also tried with cloned button and void bitmaps for alternate state - unfortunately, the button can be clicked also when invisible.
P.
- Gambit37
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What you need is the ability for one actuator to be able to selectively enable/disable another one.
I did ask for this 3½ years ago but it seems to have got lost in the pile!
http://www.dungeon-master.com/forum/vie ... 7052#17052
It came up again 2½ years ago and was never followed up:
http://www.dungeon-master.com/forum/vie ... hp?t=20397
I did ask for this 3½ years ago but it seems to have got lost in the pile!
http://www.dungeon-master.com/forum/vie ... 7052#17052
It came up again 2½ years ago and was never followed up:
http://www.dungeon-master.com/forum/vie ... hp?t=20397