[Done for V0.37] Timeout on shooters
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may

- Sophia
- Concise and Honest
- Posts: 4307
- Joined: Thu Sep 12, 2002 9:50 pm
- Location: Nowhere in particular
- Contact:
[Done for V0.37] Timeout on shooters
Right now, if a shooter is activated by a button or the like, it's possible to click the button really fast and send a horrendous amount of projectiles out. Perhaps there could be some sort of throttling, where the shooter has the option to only shoot a projectile every X ticks? (But would retain the option to use the current behavior, for strange dungeon mechanics that require it)
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
Interesting idea. You can actually probably achieve this with a delay relay and counters somewhere in there though.
For example, your shooter could be activated by a counter that counts to 2. One of that count can be provided by the button and the other by either a delay, or perhaps there not being a fireball in the tile infront of the shooter?
For example, your shooter could be activated by a counter that counts to 2. One of that count can be provided by the button and the other by either a delay, or perhaps there not being a fireball in the tile infront of the shooter?
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Sophia
- Concise and Honest
- Posts: 4307
- Joined: Thu Sep 12, 2002 9:50 pm
- Location: Nowhere in particular
- Contact:
I don't really understand how you choose where the inputs to a counter come from...George Gilbert wrote:For example, your shooter could be activated by a counter that counts to 2. One of that count can be provided by the button and the other by either a delay, or perhaps there not being a fireball in the tile infront of the shooter?
If the button is set to ACTIVATE the counter, clicking it twice rapidly will provide both of its count. If it's set to TOGGLE, pressing it twice will cause nothing to be shot the second time, as it's clicking the counter on and off.
One other idea-- I don't know how "Disable self" works internally, but could it be made that sending an ACTIVATE to the button would re-enable it? Then I could have the button disable self and activate a relay, that's connected to a timer, that turns it back on.
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact: