Would be helpful. As in, events that toggle on/off a specific trigger. There are solutions without switches, but they're hacky and stupid and a way of ignoring that the game is missing something which is quite important for impressiveness in terms of movable parts. Rest assured, I like the game even without this, but it's a barrier to creativity. Another thing I might suggest is variables... That might be asking a bit much, since I can't see any particularly strong need for them, but it'd be nice.
Comments?
Switches.
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Switches are extremely easy to make with the existing setup. All you need is a single section, preferably a round one. Set it to enabled borders, and set rotation to take 1 frame. Set mode to rotation. Trigger 1 on and Trigger 2 on should be set to whatever you want to trigger the switch. Trigger 1 off should be CW border reached (s), and Trigger 2 off should be CCW Border reached (s). Set the initial rotation to the border that it should be at by default (whichever mode is enabled by default).
Just a single section with s little work, and you have a fully functional ship. If you chain two switches to it, and set it up correctly, you can have a 4-way switch slaved to a single key or triggering event. Slave on 4 more, and you can have an 8-way switch. And so on.
You can also create egg timers by using the same switch system, but removing one of the triggers, and changing one of the frame delays to the amount of time you want it to take to cooldown. This can be used to activate active abilities and provide cooldown delays for directly controlled ships or for visually displaying the amount of time left before a weapon can refire.
If you really wanted to, you could even make a binary calculator.
There are so many things that can be with the current trigger system that adding something like "switches" is a waste of effort.
Variables, on the other hand, might be interesting. There could be a set of registers that could be modified (add, subtract, multiple, divide) and polled. The only problem is what to do when multiple things attempt to modify the same variable register at the same time.
Just a single section with s little work, and you have a fully functional ship. If you chain two switches to it, and set it up correctly, you can have a 4-way switch slaved to a single key or triggering event. Slave on 4 more, and you can have an 8-way switch. And so on.
You can also create egg timers by using the same switch system, but removing one of the triggers, and changing one of the frame delays to the amount of time you want it to take to cooldown. This can be used to activate active abilities and provide cooldown delays for directly controlled ships or for visually displaying the amount of time left before a weapon can refire.
If you really wanted to, you could even make a binary calculator.
There are so many things that can be with the current trigger system that adding something like "switches" is a waste of effort.
Variables, on the other hand, might be interesting. There could be a set of registers that could be modified (add, subtract, multiple, divide) and polled. The only problem is what to do when multiple things attempt to modify the same variable register at the same time.
Yeah, but for instance you could have a trigger begins with the keyPress and takesDamage triggers, with takesDamage initially off. When executed, you'd want to toggle both switches and expand a part of the ship which has some powerful weaponry or something. Pressing the button won't put it back in, only damage will, at which point it toggles again, so that it won't expand when it takes damage, but will on keypress.
That's my first thought as to a useage, but there would certainly be many more.
That's my first thought as to a useage, but there would certainly be many more.