Help needed for basics
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- dungeon.master
- Artisan
- Posts: 178
- Joined: Wed Dec 25, 2002 8:29 pm
Help needed for basics
Hello,
i'm having a lot of fun with CSBuild.
i have made some little things yet, like blocking the path to a monster with a teleporter, removing a trick wall with a coin slot, etc ..
i have also looked at some other dungeons to understand how it runs
but there is a lot of thing i didn't arrive to master
for example the and/or gate.
can someone explain me how to remove a trick wall with this and/or gate, with the condition that i put 2 coins on a slot coin plus 1 coin on another slot ?
it'll be interesting for newbies like me that the confirmed designers put some examples of the basics functions.
thanks for the help
i'm having a lot of fun with CSBuild.
i have made some little things yet, like blocking the path to a monster with a teleporter, removing a trick wall with a coin slot, etc ..
i have also looked at some other dungeons to understand how it runs
but there is a lot of thing i didn't arrive to master
for example the and/or gate.
can someone explain me how to remove a trick wall with this and/or gate, with the condition that i put 2 coins on a slot coin plus 1 coin on another slot ?
it'll be interesting for newbies like me that the confirmed designers put some examples of the basics functions.
thanks for the help
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I'll try to explain in not too logical terms...
And/OR gates have 4 entries than can be ON or OFF.
When OFF, an entry has a value of 0.
The North entry has a value of 1 when ON.
The East entry has a value of 2 when ON.
The South entry has a value of 4 when ON.
The West entry has a value of 8 when ON.
This gives you 16 possible sums, from 0 (everything OFF) to 15 (everything ON).
Set the initial value to 0, so everything is OFF.
Set the target value to 7, so the AND/OR gate will be activated when north, east and south entries are set to ON.
The action, if Equal, should be "Set".
Target the trick wall.
Now, create a pushbutton, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on NORTH, with a SET message.
Add another pushbutton on the same wall, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on EAST, with a SET message.
This will do the double coin slot.
Finally, create a 3rd pushbutton on another wall, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on SOUTH, with a SET message.
And/OR gates have 4 entries than can be ON or OFF.
When OFF, an entry has a value of 0.
The North entry has a value of 1 when ON.
The East entry has a value of 2 when ON.
The South entry has a value of 4 when ON.
The West entry has a value of 8 when ON.
This gives you 16 possible sums, from 0 (everything OFF) to 15 (everything ON).
Set the initial value to 0, so everything is OFF.
Set the target value to 7, so the AND/OR gate will be activated when north, east and south entries are set to ON.
The action, if Equal, should be "Set".
Target the trick wall.
Now, create a pushbutton, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on NORTH, with a SET message.
Add another pushbutton on the same wall, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on EAST, with a SET message.
This will do the double coin slot.
Finally, create a 3rd pushbutton on another wall, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on SOUTH, with a SET message.
- dungeon.master
- Artisan
- Posts: 178
- Joined: Wed Dec 25, 2002 8:29 pm
yes, i have looked at the riddle with 4 objets (the mirror and other) but i don't understandPaul Stevens wrote:DM has an example of a coin slot needing two coins
in the 'Choose your fate' area. There is more than
one example in DM of an event requiring multiple
actions. The Riddle Room where three or four riddles
must be answered comes to mind.
4 actuators --> a counter --> a"and/or" gate
i understand the first step : 4 actuators --> a counter
but not the second a counter --> a"and/or" gate
- dungeon.master
- Artisan
- Posts: 178
- Joined: Wed Dec 25, 2002 8:29 pm
Thanks Zyx,Zyx wrote:I'll try to explain in not too logical terms...
And/OR gates have 4 entries than can be ON or OFF.
When OFF, an entry has a value of 0.
The North entry has a value of 1 when ON.
The East entry has a value of 2 when ON.
The South entry has a value of 4 when ON.
The West entry has a value of 8 when ON.
This gives you 16 possible sums, from 0 (everything OFF) to 15 (everything ON).
Set the initial value to 0, so everything is OFF.
Set the target value to 7, so the AND/OR gate will be activated when north, east and south entries are set to ON.
The action, if Equal, should be "Set".
Target the trick wall.
Now, create a pushbutton, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on NORTH, with a SET message.
Add another pushbutton on the same wall, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on EAST, with a SET message.
This will do the double coin slot.
Finally, create a 3rd pushbutton on another wall, displayed as a Coin Slot, operated by coin that will remove the item, working once, targetting the AND/OR gate on SOUTH, with a SET message.
it works now fine
it's Ok for the logical part.
the problem was that i had no idea of the value of N/E/S/W points.
i also miss to tick the 'only once"
i have first read this thread :
http://www.dianneandpaul.net/CSBwin/Tec ... 20Actuator
but i have not understand all the stuff
- dungeon.master
- Artisan
- Posts: 178
- Joined: Wed Dec 25, 2002 8:29 pm
Ok, that is supremely freaky, I was thinking of posting an explaination of this once I'd surfed, and lo, it appears more concisely than I would have decribed it!
For the counter, they are just following a convention of having wall objects facing the same way to look neat. There is no effect of direction on a counter, just like there is no effect of direction on a trick wall or teleporter. What you do have to remember is that clear effects decrease a coutner, but set effects increase it's value.
Can I also say that zyx's removeable coin slots are a neat trick for counting the coins used!
For the counter, they are just following a convention of having wall objects facing the same way to look neat. There is no effect of direction on a counter, just like there is no effect of direction on a trick wall or teleporter. What you do have to remember is that clear effects decrease a coutner, but set effects increase it's value.
Can I also say that zyx's removeable coin slots are a neat trick for counting the coins used!
- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
help!!!
I forgot how to calculate lev/x/y position to a DSAs system (I need it for an integen in DSA). I have an object in 02(41,37) tile (NW) and I don`t know what to write in DSA integer..
I forgot how to calculate lev/x/y position to a DSAs system (I need it for an integen in DSA). I have an object in 02(41,37) tile (NW) and I don`t know what to write in DSA integer..
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oh, and I also don`t know, what means "edge detection" options in and/or gate:
- input change
- output change
- input but not output
- set message
- clear message
- bit set
- bit cleared
I always used an and/or gate without these options, so I don`t know
- input change
- output change
- input but not output
- set message
- clear message
- bit set
- bit cleared
I always used an and/or gate without these options, so I don`t know
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- Paul Stevens
- CSBwin Guru
- Posts: 4319
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Well, now..... uh... yea.....well, pretty simple
stuff here. If you are experienced in these
sorts of things in hardware. Like edge-triggered
flip-flops. THey are not actuated by the voltage
level but rather by voltage change. The change in
voltage is called an 'edge'.
The AND/OR gates were originally level-triggered
devices. If the output (the value) matched the
Target Value then a message was sent. If the AND/OR
received another message that did not change the
value (so that it STILL matched the Target value), then
it caused another message to be sent. This is 'level-
triggering'. The fact that the AND/OR contained the
Target Value caused it to be triggered and send a
message.
The 'Edge Triggering' options allow for slightly different
behaviour. For example, setting 'Output Change' means
that the AND/OR gate will be triggered only when the
output changes from a 'non-target Value' to a 'target value'.
In this case an event that causes it to change from a
non-target value to a target value will trigger it and cause
it to send a message. Another event that arrives and
sets it to the target value (no change because it already
contained the target value) will not trigger it to send
a message.
So, in general, 'edge-triggering' means that it will be
triggered ONLY when something changes AND when it
contains a certain value, not when it simply contains a
certain value. And there are several options as to
where that change must take place.
This is a feature that can be constructed from the
standard available components but using the 'edges'
can make some things a lot easier to construct.
stuff here. If you are experienced in these
sorts of things in hardware. Like edge-triggered
flip-flops. THey are not actuated by the voltage
level but rather by voltage change. The change in
voltage is called an 'edge'.
The AND/OR gates were originally level-triggered
devices. If the output (the value) matched the
Target Value then a message was sent. If the AND/OR
received another message that did not change the
value (so that it STILL matched the Target value), then
it caused another message to be sent. This is 'level-
triggering'. The fact that the AND/OR contained the
Target Value caused it to be triggered and send a
message.
The 'Edge Triggering' options allow for slightly different
behaviour. For example, setting 'Output Change' means
that the AND/OR gate will be triggered only when the
output changes from a 'non-target Value' to a 'target value'.
In this case an event that causes it to change from a
non-target value to a target value will trigger it and cause
it to send a message. Another event that arrives and
sets it to the target value (no change because it already
contained the target value) will not trigger it to send
a message.
So, in general, 'edge-triggering' means that it will be
triggered ONLY when something changes AND when it
contains a certain value, not when it simply contains a
certain value. And there are several options as to
where that change must take place.
This is a feature that can be constructed from the
standard available components but using the 'edges'
can make some things a lot easier to construct.
Look at the two DSA codes for the death filter sophia and I did for level calculations
It's (z value)(x value)(y value), so to create an interger you bit shift z value by 10 (&shift or multiply by 1024) and bit shift the x value by 5 (&shift or multiply by 32) and add them all together.
It is in Paul S's notes under page 4 of the DSA explaination I think - syntax
It's (z value)(x value)(y value), so to create an interger you bit shift z value by 10 (&shift or multiply by 1024) and bit shift the x value by 5 (&shift or multiply by 32) and add them all together.
It is in Paul S's notes under page 4 of the DSA explaination I think - syntax
oops, I just found this.. sorry that I asked about EDGE detection, an answer was already in the forum !
I should use "search" function more frequently
http://www.dungeon-master.com/forum/vie ... ht=endgame
very good thread for newbies
I should use "search" function more frequently
http://www.dungeon-master.com/forum/vie ... ht=endgame
very good thread for newbies
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