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Improper behaviour of counter activated by 2 other counters.
Posted: Wed May 11, 2005 1:28 am
by Pedro
I found some trouble when I tried to connect 3 counters in the way as below:
COIN_SLOT1 -> C1
********************* \
********************* C3 -> SHOOTER
********************* /
COIN_SLOT2 -> C2
C1,C2 & C3 count = 2
You can easily notice that the shooter should be activated when you put 2 coins into each coin slot. Unluckily it doesn't work. However I can activate the shooter if C1 and C2 count = 1.
To illustrate the problem I've prepared ready test example:
http://www.traser.republika.pl/other/COUNTERS.txt
P.
Posted: Wed May 11, 2005 9:49 am
by linflas
Posted: Wed May 11, 2005 11:23 pm
by Pedro
Thanks for your input. Alas, this is not exactly what I try to obtain. I've prepared the counters.txt as a simplified instance to throw light on the problem. My real intention is:
a.) to create something like a shop where you can buy some item for a certain amount of coins (for example for 2 gold and 2 silver coins). Your workaround works well for this point.
b.) a player will be allowed to buy as many those items as he wants.
I have no idea how to marry up these points (a. and b.) unless the bug with counters is fixed.
I've created a new example (it's more complicated) illustrating my original intention (repeatable buying of items - each for 2 silver and 2 gold coins). I removed that two-layered connection of counters from the first example and did it as you did in your workaround. I think it "should work" if not a bug.
It's here:
http://www.traser.republika.pl/other/COUNTERS2.txt
Posted: Thu May 12, 2005 10:14 am
by linflas
it's not working... i must have a look at it

Posted: Thu May 12, 2005 3:35 pm
by linflas
all right... i tried several ways and i got something that 'may' work but not in all cases.
http://redribbon.planet-d.net/dm/COUNTERSTRIKESBACK.txt
if you put 2 gold coins, then 2 silver coins : you get the corbamite but then you'll be able to add more than 2 coins... there are very weird things with counters in RTC !!!

Posted: Thu May 12, 2005 8:54 pm
by Pedro
Great job, Linflas

It works as expected!
I've noticed that the only difference between your and my example is one extra relay to re-activate coin slots. Strange that the counter wasn't able to do the same job.
linflas wrote:if you put 2 gold coins, then 2 silver coins : you get the corbamite but then you'll be able to add more than 2 coins... there are very weird things with counters in RTC !!!

Hmmm, I tested it a few times and I wasn't able to put more than 2 coins (silver or gold) after first corbamite was "sold". The coin slot blockades worked properly each time.
And yes, there is some elusive thing about counters. Just another puzzle for George
Thanks,
Pedro