Logic Feedback - Share your thought on how to improve logics
Nov 11, 2018 0:14:49 GMT 1
Cosmic, Volttexx, and 1 more like this
Post by CupcakeShiny on Nov 11, 2018 0:14:49 GMT 1
OH BOY, hope i'm not late, here we GO!
[OPTIONS FOR ALREADY EXISTING LOGICS]
------1) set minimum requered in (and box) or in a new box:
when connecting inputs in the (and box) we could set the minimum of activated inputs that are requered for the (and box) to be activated, also we could set if we want the option (minimum) to become (only) example:
connect 5 inputs in (and box) set the minimum required for 3, only when 3 or more inputs are activated the (and box) will be activated, if you switch the option of (minimum) to (only), then the (and box) will only be activated if exactly 3 inputs are,.
there could be another limiter too (maximum), that could work togheter with the minimum.
------2) set how many outputs will be activated at the same time in (ramdom box):
(random box) activates only one output at a time, you could set how many outputs would be activated simultaneously when random box is activated.
------3) set the (lever) to [hold to activate]:
we could set so the (lever) would work as a [hold to activate], so when you stop pressing the key (E) the lever will be turned OFF.
------4) set the health to (shootable plate): we could set up how much health the (shootable plate) will have, because now it can be activated with just one shoot of any weapon.
-------5) settings for intangibility/invisibility separated in (model Toggle box) or in a new box:
for those who do not know what it is intangibility (it's when something can not touch nor be touched) we could set up for a model to be intangible ( be able to pass through it)
2 options to set, (intangibility) and (invisibility), we could make the model invisible but still be able to touch it, or we could make it intangible but we could still see it, if you mark both of them, the model disapear completely.
with this we could finally make the so wanted invisible walls, and even fake walls aswell!
-------6) set how many times (pulse box) will pulse:
we could set how many times (pulse box) will send pulses, to make it pulse endlessly again, we would just mark the option (endlessly).
------7) option for 2 inputs to the toggle box, or a new box:
an option on the toggle box that makes it have 2 inputs, one for only turning on, other for only turning off,
this is literally impossible to make in the game right now, everytime that i reach a part of my system where i need this functionality, i have to give up and try some alternative, and that already happened a LOT of times!
------8) 2 inputs and 2 outputs for counting cube:
make the counting cube have 2 inputs, one to count up, other to count down,
and 2 outputs, one for when it reachs zero, other for when it reaches a configurable (maximum) value, that must be anywhere over the starting value.
-------extra(9) loop box: an attempt to create a logic box that work arround the loopimg problem in the game, so you won't need to rework the entire logic template [atleast try it].
[USEFULL NEW LOGICS]
-----1)triger area / sensor:
that thing that we have been asking for ages,
it would have an output, and you could set the size, from small to large, really large,
Giganticly LARGE!, and even set a shape other than just the sphere [like a cube] because spheres don't fit togheter well when you are trying to cover an entire area with them.
-----2)damage area / gas:
i really need it, because the damage area of the fire is small and spheric, so you have to keep clonating it to cover an entire area, really a pain to work with,
the gas/damage area is a area that the players take damage when they are in it, it have an input to make it appear, we could set the size and the shape just like the trigger area, and we could set the speed that the players take damage, from very slow to insta kill, and all the area would cause demage equally, [unlike the fire]
the area would have an optional visual effect, a gas effect, and we could change the color of the gas.
------3)disarmament area:
this is a area that when a player gets in, he lost what he has equiped, we could set exactly what he would lose: guns / hovers / jets / key
and it would have an input to make it act.
-------4)teleport area:
2 conected areas, both have inputs to make it act, and when one of the areas is activated, all the players inside it teleport to the other area.
-------5)generator chest:
this would be especialy good for tycoon games, this chest have an input, when not being activated, it remains closed, when activated, it opens and starts generating coins, it have a number in it showing how much money it is accumulating, and the player can take all the money at any moment, when he takes it, the money on the chest will reset to zero, we could set how fast the chest would generate coins,
detail: when the chest stops receiving signal, it will stop generating, but wont close immediately, it will rather wait for the player to take the remaining money, only then it will close.
--------6)reseting box:
this box would have just an input, when activated, it would instantly reset the entire system that is conected to it, simple but useful.
--------7)Weapon Toggle box (or just an input to the weapons)
basically something that could make weapon pickups appear and disappear, when activated, it appears, when not activated, it disapears and players can't pick it up, and maybe even apply it to flags,chests,coins and stars aswell!
this would be good if you want guns to spawn in random locations through the map, or make strong weapons apearing only after a certain time, and make stars appear at different places each round!
extra: 2 new options for weapon pickups, set (only once) so the gun won't respawn after a player pick it up, and set (drop down) so the gun can drop down in the scenario just like the KEY (collect and drop) keeping it's ammo.
this would be good if you are making a pvp survival map, with a limited amount of guns in the map
--------8) day/night clock:
logic clock for the themes, it is visible and solid for the players just like the counting cube, and it has an output, the clock has a pointer that shows to the players what part of the day/night cycle it is, the upper part is the day, the bottom part is the night,
we could set multiple marks in different parts in the clock, that are visible to the players aswell, when the pointer reachs one of the marks, it sends a signal in the output.
this would be good for city/roleplay games, for example: certain establishments opening only during night, others opening only during day, among other utilities!
--------9) Movement Logic box:
this logic would be connectable in models, you could set in which direction, distance and speed the models in the output will move, when receiving signal in your input, the objects in the output would move to the desired place, when stop receiving signal, the models move back to their original position
(Settings)
set speed: the speed of the models movement (the maximum speed would faster enough to kill players)
set returnig speed: the speed of the models when it is returnig to the original position (can kill players too)
direction X/Y/Z: the direction that the models should move
distance: distance that the models should reach
return instantly: this option will anulate the "set returnig speed" option, because that the models will instantly teleport to their original position in the returning (usefull for creating cannons that shoot projectiles)
[TOOLS FOR BUILDING MODE]
------1) Cloning a bunch of Logic Cube at once
just like what kelim mencioned.
------2) Be able to select multiple logic lines at once.
just like what kelim mencioned
------3) add logic to inventory
just like what MVDA mencioned.
------4) GROUPS OF OBJECTS
you know when you system gets bigger, it gets laggy, and when you try to make a dinamic scenario like a boss battle or a survival the disasters game, too many models/logic boxes starts to block your view, until it reaches a point where you have a super cluster of models and logic boxes, which is a nightmare to work with since everything starts getting in your way, not to mention the LAG,
groups of objects would be a feature in the form of an icon in the hud of the building mode, clicking on that icon would open a list, that list would show all the groups of objects that the user created, to create a group, you would need to select multiple objects (pickups/logics/blueprints/models) and right click on them, 3 new options would appear (add to a group), (create new group) and (remove from group)
-create new group: this would add all of the selected objects into a new group that the user would have to give a name
-add to group: add the selected objects into an already created group, the user would have to choose one in the list
-remove from group: the user would be able to remove the selected objects from a group of the list
about the list: it would show all the groups that the user created and named, and 2 options, (all), (none) and (delete), (create)
-all: shows everything in the map, this would be selected by default
-none: shown nothing of the map, only terrain blocks
-delete: option that you select and delete a group of the list
-create: option for creating and naming a new group
when selecting a group in the list, only the objects attached to that group would be visible, the rest would disapear and the user would not be able to select or interact with them, to be able to see and interact with other objects again, you would need to select the option (all) in the list again, you would be able to select multiple groups at the same time in the list, and objects could be attached to multiple groups at the same time aswell, and in the list.
[THANKS FOR READING, this took me time to write, but all those ideas where already in my mind for a LONG time