[Done for V0.38] Counter Reset = Toggle plz!?
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- L!ghthouse
- Craftsman
- Posts: 106
- Joined: Mon Nov 10, 2003 9:43 pm
- Location: Budapest, Hungary
[Done for V0.38] Counter Reset = Toggle plz!?
This is actually a continuation of a post from 3 years ago...
http://www.dungeon-master.com/forum/vie ... et+counter
I would like to see the Toggle command changed for Counters. When you use the toggle command on a counter, it would reset the counter to 0.
Activate = Counter+1
Deactivate = Counter-1
Toggle = Reset Counter to 0
I am creating a shop using RTC. I have approached this from several angles and have descided that the only way to make a shop work 100% is to be able to reset counters to 0. (I could go into specifics of why, but It would take a while to explain)
Could we please have this added to the next version of RTC? PLEASE!?
http://www.dungeon-master.com/forum/vie ... et+counter
I would like to see the Toggle command changed for Counters. When you use the toggle command on a counter, it would reset the counter to 0.
Activate = Counter+1
Deactivate = Counter-1
Toggle = Reset Counter to 0
I am creating a shop using RTC. I have approached this from several angles and have descided that the only way to make a shop work 100% is to be able to reset counters to 0. (I could go into specifics of why, but It would take a while to explain)
Could we please have this added to the next version of RTC? PLEASE!?
- L!ghthouse
- Craftsman
- Posts: 106
- Joined: Mon Nov 10, 2003 9:43 pm
- Location: Budapest, Hungary
Look at the counter (21,24,5) on standard DM map and connected with it 4 switches. This is a good example.
Another example:
You have one door and two triggers on floor.
Door can be opened only when two triggers get a proper item (e.g. stone).
If you remove the item from one of triggers then door will be closed again.
Toggling of counter is the only method to reach such effect I know.
Another example:
You have one door and two triggers on floor.
Door can be opened only when two triggers get a proper item (e.g. stone).
If you remove the item from one of triggers then door will be closed again.
Toggling of counter is the only method to reach such effect I know.
- L!ghthouse
- Craftsman
- Posts: 106
- Joined: Mon Nov 10, 2003 9:43 pm
- Location: Budapest, Hungary
Your counter can activate a relay and then relay will deactivate this counter as many times as you want (maximum 8 times, but you can use more relays if necessary).
So, if you have, for example, a counter with count=4, you can set for such relay 4*dectivate the counter. This kind of "reset" can be executed only when counter reaches its value. I have no idea how to reset it if count<>value. It's probably impossible.
So, if you have, for example, a counter with count=4, you can set for such relay 4*dectivate the counter. This kind of "reset" can be executed only when counter reaches its value. I have no idea how to reset it if count<>value. It's probably impossible.
- L!ghthouse
- Craftsman
- Posts: 106
- Joined: Mon Nov 10, 2003 9:43 pm
- Location: Budapest, Hungary
- L!ghthouse
- Craftsman
- Posts: 106
- Joined: Mon Nov 10, 2003 9:43 pm
- Location: Budapest, Hungary
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
In CSBuild/CSBwin (using the original DM/CSB actuators)
a person could do this by setting a couple AND/OR gates
to temporarily reroute the COUNTER output to:
I don't know if RTC supports such things.
So it will decrement itself until it is zero and then
put things back to normal.
Of course a DSA would do it so easily that it would be
silly to go to so much trouble.
a person could do this by setting a couple AND/OR gates
to temporarily reroute the COUNTER output to:
Code: Select all
if non-zero then send decrement message to myself
else remove the temporary re-routing.
So it will decrement itself until it is zero and then
put things back to normal.
Of course a DSA would do it so easily that it would be
silly to go to so much trouble.
- George Gilbert
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