Creator: Anthony Thyssen
Email: anthony@cit.gu.edu.au
Date: Mon Dec 21 16:48:56 1998
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| | | | (4|3) - sign "Handles and Buttons"
Handles and Buttons...
* Devices have a definate on/off state
* When state is changed ALL connected
gates buttons and handles also change
state. (Though it may take some time)
* Note this means a button can be `on'
without any objects on top.
Button Specific...
* The trigger weight of buttons is
setable. EG: You could use it to sort
objects in a `cascade' for example.
* The trigger weight is also the button
actual weight! As such any EXTRA
buttons stacked underneath must
include the weight of all the buttons
above it before adding the desired
trigger weight. EG: button trigger
weight from top down: 1, 2, 4, 8, etc
* A button can be used to reset a handle
which started a `cascade', when a
object rolls on and then latter off
the button.
Pedistals..
* Activates on specific object placed
on it. Default is the player himself.
In this case the `test_key'
* Only seems to activate trigger gates!
| | | (7|3) - sign "Triggers"
Triggers...
* Activate once and reset
* Inverts the state of ALL connected
gates/handles/buttons/etc...
* Can leave things in a odd state
* Only really useful for trigger gates
or `once only' gates (from an altar?)
* Trigger buttons do not exist, though
they could be useful. EG: turn on
then later in a cascade turn off.
* A pedistal trigger also exists.
--
Trigger pedistals here are set to work
with the `test_key'. But I can get it to
do anything.
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| (1|6) - sign_e "Gates"
Gates...
* Comes in a huge variety
* Has a definate on and off state
* Objects on top of a closing gate will
roll off if a free space is availble.
Boudlers is one of the few objects
which can NOT coexist with itself.
* Needs quite a long period to change
state, and takes even longer if more
than two objects needs to be rolled
off.
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| (1|11) - sign_e "Magic Mouths"
Magic Mouths...
These handle/trigger/button are each
connected to a seperate magic mouth to
check how `connected mouths' work.
Particularly to try and avoid having
the mouth repeat itself.
--
Results...
* The mouth is triggered whenever
1/ Player steps on magic mouth
2/ On any connected event weather
that is a on, off or a trigger
3/ A player `applys' a button!
4/ A player walks on any button
weather or not the button itself
activates! This includes plate
buttons!
* Result 2 means a button in a cascade
will always trigger a mouth at least
twice! Once when `token' rolls on
and again when it rolls off. It will
remain so unless we can get a
``trigger button'' (or alturnative).
* A mouth can be heard ANYWHERE on the
map when triggered (via connection?)
Great! No radius limits?
| | | | | (6|11) - sign_e "Boulder Bounce"
Boulder Bounce...
This shows that if you have a button
under a boulder in say a cascade, and
the boulder can't `roll' then it will
bounce on and off the button.
--
We can see this in this case as a magic
mouth will ``mouth off'' everytime
boulder leaves and falls back onto the
button. This happens too quickly to
properly effect any other device, but
shows that it is present!
--
What it does mean is that if a trigger
gate is connected to that button with a
bouncing boulder, the `reset timer' will
constantally reset, and the gate will
never close.
--
Also, if we ever do get a `button
trigger' you can not use it in a
`up cascade' (see cascades) due to
this `boulder bounce'. In a Raffles
like down cascade however their should
be no problem.
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