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[Done for V0.37] Timeout on shooters

Posted: Sun Apr 02, 2006 12:23 am
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)

Posted: Sun Apr 02, 2006 10:55 am
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?

Posted: Sun Apr 02, 2006 4:07 pm
by Paul Stevens
Just throw a 'Throttling' DSA in front of it! ;-)

Posted: Sun Apr 02, 2006 11:12 pm
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.

Posted: Mon Apr 03, 2006 8:19 am
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

Posted: Mon Apr 03, 2006 2:35 pm
by George Gilbert
Added a "recharge time" to shooters that works exactly the same way as it does for monster generators for V0.37