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Post by SuspiciousCatnip on Aug 4, 2017 20:31:22 GMT 1
Hi KoGaMa, I'm making a game which I use a selfmade chronometer with the 'Counting Cube' schedule. I'm using minutes & seconds in my timer.
The problem is that I don't want my timer to be reseted [Arrived to 00:00, not coming back at 04:59]. I can set the minutes so like they won't reset [coming at 00:00, stills 0 on minutes] but if I do the same for the seconds, it gives only once the impulse to the minutes to change [After coming to 04:00, it stills on 03:00 and doesn't work anymore, because seconds won't be reseted]. This means if I don't reset, the timer will approach to 00:00 and return back to 00:59 and won't stay on 00:00.
Can anyone help me to fix this ? I cannot put a loop to stop the "Seconds" timer after the 4 minutes are over, KoGaMa logics don't allow to make loops coming from a system to the same backe [Like A---A doesn't work, only A---B, B the foreign system]. If I could, the 'Seconds' timer would stop then.
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Post by G̸M̴ ̷P̸s̷i̷i̵c̸l̶o̷x̸ on Aug 5, 2017 3:51:52 GMT 1
Without Impusle Box, and the last number (00:00) activated for a long time. That's what i would do. The same like this, but with counter, not sky box.
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Post by CaptainJens on Aug 5, 2017 11:23:51 GMT 1
I think you want to make something happen when the two counters reach 0? The easiest way to do that, whiteout having to place a lot of timers, is by using an And Cube. When the minutes Counter reaches 0, the first once toggle gets activated. Then the next time the seconds Counter reaches 0, the And Cube gets activated, which makes the second Once Toggle active. You can connect the logic system you want to activate when both counters reach 0 to the second Once Toggle, with the text "Output when both counters reach 0".
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Post by blitzgrutel on Aug 5, 2017 13:56:47 GMT 1
I think you want to make something happen when the two counters reach 0? The easiest way to do that, whiteout having to place a lot of timers, is by using an And Cube. When the minutes Counter reaches 0, the first once toggle gets activated. Then the next time the seconds Counter reaches 0, the And Cube gets activated, which makes the second Once Toggle active. You can connect the logic system you want to activate when both counters reach 0 to the second Once Toggle, with the text "Output when both counters reach 0". I second this, I was about to make the same answer more or less.
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Post by superplus on Aug 5, 2017 15:18:46 GMT 1
This means if I don't reset, the timer will approach to 00:00 and return back to 00:59 and won't stay on 00:00. [...] Can anyone help me to fix this ? I cannot put a loop to stop the "Seconds" timer after the 4 minutes are over, KoGaMa logics don't allow to make loops coming from a system to the same backe. [...] If I could, the 'Seconds' timer would stop then. CaptainJens SuspiciousCatnip Unfortunately, presented logic system doesn't stop the 'seconds timer'. If he only wants to make something happen when two counters reach 0, he can connect 'seconds timer' to 'minutes timer' and 'minutes timer' to the toggle cube activated once. It's not possible to make a loop and deactivate pulse cube when both counters reach 0.
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Post by SuspiciousCatnip on Aug 5, 2017 16:12:02 GMT 1
Thanks for your answers.
This is what I did, to show you at least visually how it looks, something not crazy :
Afterwards with the minutes I can do what I want, I don't need to have anything to happen every minutes.
You know that the seconds reset everytime when it comes at 0. But arrived at 00:00 I want the timer to stop - which it does not.
Like superplus said, I cannot make a loop which will stop the timer to 00:00 - I've already tried.
What CaptainJens & blitzgrutel gave me as answer doesn't work either. If you try to become the timer at 00:00, seconds will reset either which is not what I want.
In video what happens :
Thanks for your help.
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Post by blitzgrutel on Aug 5, 2017 21:38:42 GMT 1
in the parameters of the timers there's an option for no reset
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Post by SuspiciousCatnip on Aug 6, 2017 12:30:56 GMT 1
in the parameters of the timers there's an option for no reset If I put the reset option off, I could not use minutes. Because it would stop at 0 and won't give another impulse to minutes to change.
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Post by blitzgrutel on Aug 6, 2017 14:48:36 GMT 1
put the minutes counter at "no reset" instead of the seconds counter. After reaching 0, the seconds will continue to go on but will not affect anymore the minute counter.
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Post by CaptainJens on Aug 6, 2017 16:54:06 GMT 1
What do you want to do with this logic system? Do you want something to happen when both counters reach 0? Or do you need it as a clock to show the players how much time is left? Or both?
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Post by superplus on Aug 6, 2017 19:15:07 GMT 1
@up2 @up Let me quote him one more time: This means if I don't reset, the timer will approach to 00:00 and return back to 00:59 and won't stay on 00:00.
And that's the problem. He doesn't want to stop sending logic signal after reaching 0, he wants to stop it visually. It doesn't matter what will happen if both counters reach 0 and they stop, he only wants them to stop then. It's impossible (unless he connects timers to counter in such a way that it will be activated in the moment when both counters reach 0).
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Post by blitzgrutel on Aug 6, 2017 21:11:02 GMT 1
Do this. The pulse is activating 2 set of timers, 1 that resets and 1 that don't. Your timer is the one that resets. The one that don't, when it will reach 0, will send a pulse BUT, will stay ON. And a rule of logic cube is that if something is constantly powered, any other pulse will have no effect. So even if the pulse continue to send signals, your timer will stay at 0 everywhere for good.
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Post by G̸M̴ ̷P̸s̷i̷i̵c̸l̶o̷x̸ on Aug 6, 2017 21:26:24 GMT 1
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Post by blitzgrutel on Aug 7, 2017 12:19:49 GMT 1
If you want all your counters to reach 0 at te same time, the timer in the back should be reduced by 6 seconds.
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Post by SuspiciousCatnip on Aug 7, 2017 12:27:31 GMT 1
Hi everyone, I've found a solution with all the propostion you gave.
Remember, the goal was to make a timer, which stopped to 00:00 (and arrived at 00:00 would activate/deactivate anything).
So first I built something like that : prnt.sc/g5di2f
Main goal reached, I decided to improve its building : prnt.sc/g5di3s
I've tried if it works, it does. Thanks a lot everyone who helped me, now I can fix my problem. If you need any explanation about the system I built, I gladly answer.
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