10-Dec-2015, 9:00 PM
(This post was last modified: 10-Dec-2015, 9:24 PM by Joshua Bone.)
exactly what i was talking about, the trap opens on tick 3n+1 (where n is any integer depending on when you press the button), which is not divisible by 3, so the monster does not move. One fix is to add 2 OR gates in series so that the trap opens on tick 3n+3, which is a movement tick, as shown:
I'll confess I'm surprised that your original setup works when wired to a toggle door. I'm wondering if monsters on force floors try to move every tick instead of every 3rd tick.
I'll confess I'm surprised that your original setup works when wired to a toggle door. I'm wondering if monsters on force floors try to move every tick instead of every 3rd tick.
My CC1 custom levelset, JoshuaBoneLP.dat
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.