A challenge for all
Lpfreaky90 wrote:
My solution is rather simple:
0) create two math_counters, the master counter and the end counter.
1) Get the binary numbers that represent the letters.
2) Convert the binary numbers to decimal numbers:P 01010000 80
R 01010010 82
O 01001111 79
T 01010100 84
O 01001111 79
B 01000010 66
O 01001111 79
R 01010010 82
G 01000111 71
Why did you use all capital letters? I used the capital "P". All the other letters are lower case. So the binary would be:
- P | 01010000 | 80 || p | 01110000 | 112- R | 01010010 | 82 || r | 01110010 | 114- O | 01001111 | 79 || o | 01101111 | 111- T | 01010100 | 84 || t | 01110100 | 116- O | 01001111 | 79 || o | 01101111 | 111- B | 01000010 | 66 || b | 01100010 | 98- O | 01001111 | 79 || o | 01101111 | 111- R | 01010010 | 82 || r | 01110010 | 114- G | 01000111 | 71 || g | 01100111 | 103
Lpfreaky90 wrote:
3) Get eight buttons
4) button 1: add 1 to the counter; that's the last number
5) button 2: add 2 to the counter; that's the second last number
6) button 3: add 4 to the counter; that's the third last number
7) button 4: add 8 same for button 5,6,7,8
Just so you know, the rest of the buttons would be 16, 32, 64, and 128; respectively. Thus your buttons would need to output those number.
Lpfreaky90 wrote:
8.) Create a logic_compare for each number you want to have an output for and give them all the same name.
9) let the master counter compare the logic_compare(s) compare as soon as its value changes. So every time a number changes it's checked against all the logic compares.
10) give the logic compares outputs:
- let the logic_compares kill themselves when they meet the requirement;
- let the logic_compares add 1 to the end counter for the number of correct letters
11) give the math_counter a onhitmax output, you solved the puzzle.To make it visible for the player you could make a material that has all letters as a texture index; so it is visible for players what is happening
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I could've probably done it somewhat simpler but this works!
I tried to make an animated texture and it refused to display in HAMMMER or in-game. All it showed was the purple checkerboard pattern. I will try again, though.
I personally would use caps because all the difference it makes is that with lower case letters they all require a cube on 32.
FelixGriffin wrote:
Use PUNT cubes, with a dropper on the floor. The cubes can't come out until you reverse the gravity.
How would I do this?
EDIT: Or more accurately, "We are of falsity EMBOSS!"
I know it is not very nice to bump my own thread, but I had an idea for one of the "letter chambers". Anyone remember the Konami code?
U,U,D,D,L,R,L,R,B,A,[Start]
or
U,U,D,D,L,R,L,R,B,A,[SELECT],[Start]
I thought I would use it, somehow, in one of the rooms for this level. I'm not certain how I will implement the code, but I ***will*** figure it out.
protoborg wrote:
@FelixGriffin: Just out of curiosity, did you upload the newest version of the FGEMod yet? I do like the FGE mod. I just think it could be a little more user friendly.
Not yet, I'm debugging the vactubes first.
FelixGriffin wrote:
protoborg wrote:@FelixGriffin: Just out of curiosity, did you upload the newest version of the FGEMod yet? I do like the FGE mod. I just think it could be a little more user friendly.
Not yet, I'm debugging the vactubes first.
I hope you get it up there soon as I imagine the "upside down dropper" could be rather interesting.
EDIT: Never mind, I have it all together. The example map I accidentially created from something Sprowl asked me to fix, sorry about that Sprowl. I'm not going to try working on two projects at once again. Just patch up the places where instances are missing.
EDIT EDIT: Here you go: PUNT Gravity Cubes