[Done for V0.37] Timeout on shooters

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
User avatar
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

Post by Sophia »

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)
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

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?
User avatar
Paul Stevens
CSBwin Guru
Posts: 4322
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Post by Paul Stevens »

Just throw a 'Throttling' DSA in front of it! ;-)
User avatar
Sophia
Concise and Honest
Posts: 4307
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Post by Sophia »

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?
I don't really understand how you choose where the inputs to a counter come from...

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.
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

I think that would defeat the point of 'disable self' - if it's anything like DM, it is meant as a 'remove button function' so you now have a cute wall decoration. You'd need a new specific activation operation such as 're-enable' i think
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

Added a "recharge time" to shooters that works exactly the same way as it does for monster generators for V0.37
Post Reply