Posts: 454
Threads: 61
Joined: Jan 2013
Scorecard: mobius
10-Oct-2015, 11:35 AM
(This post was last modified: 10-Oct-2015, 11:40 AM by mobius.)
Quote:
The switch needs the wire tunnels, but the horizontal wire tunnels shouldn't be necessary.
It's possible; you just have to do this:
(blocking off the teleport is optional but recommended)
wait, so for some reason wires going through a teleport like this connects them in a different way? I thought wires couldn't pass through thin walls.
----
on a different note: this is a possible bug in the game, not editor but; I'm sure most have noticed that if a block cloning machine is blocked in the direction it's facing, a block will still clone and come out in the opposite direction; even one way blocks facing the wrong way.
I know that they've been updating the game a little bit [i've noticed it change in a few minor ways over the past months], anyone know if they plan to address any bugs like this and other things in the future?
Posts: 840
Threads: 54
Joined: Jan 2012
Favorite Pack: CCLP4
Scorecard: Tyler Sontag
Quote:wait, so for some reason wires going through a teleport like this connects them in a different way? I thought wires couldn't pass through thin walls.
----
on a different note: this is a possible bug in the game, not editor but; I'm sure most have noticed that if a block cloning machine is blocked in the direction it's facing, a block will still clone and come out in the opposite direction; even one way blocks facing the wrong way.
I know that they've been updating the game a little bit [i've noticed it change in a few minor ways over the past months], anyone know if they plan to address any bugs like this and other things in the future?
Wires can pass through thin walls.
And the block cloning behavior isn't a bug. If a clone machine is connected by wire (not by red button) and its initial cloning direction gets blocked, it will start cloning in another direction. This feature gets used in CC2 #192 (Boiler Room), as well as in some custom levels.
Posts: 454
Threads: 61
Joined: Jan 2013
Scorecard: mobius
07-Nov-2015, 7:43 PM
(This post was last modified: 07-Nov-2015, 7:43 PM by mobius.)
green teleporters seem to be not always so random.
I've lined up green teleports so that monsters clone into one [always in one direction] and come out 5 or 6 others [forced in the same direction] but sometimes, it seems like they always come out of the same one over and over.
Often what's happened is; on the first test; the same teleport keeps activating. If I delete that teleporter then it appears to be "fixed" at least momentarily, because on the next test the other remaining teleports will be selected; seemingly randomly. But this problem kept happening a lot while testing a level I was working on. I can upload a picture if my description isn't very good.
Posts: 844
Threads: 69
Joined: Feb 2014
Favorite Pack: CCLP4
Scorecard: Jeffrey Bardon
Green teleports, like walkers, are pseudo-random (so the same number is used every time). If you look at the lesson level where they're introduced, you'll notice that Chip gets sent to the left about 7 of the first 8 teleports. I think they actually use the same random numbers as the walkers, so when walkers bounce/green teleports are used should affect the random results.
My CC1 levelsets: (25, 150, 149, 149, 149, 149, 60, 149, 43, +2 = 1025 total)
25 levels.dat | Ultimate Chip.dat | Ultimate Chip 2.ccl | Ultimate Chip 3.dac | Ultimate Chip 4.zip | Ultimate Chip 5 | Ultimate Chip 6 | Walls of CCLP4 | i^e
IHNN-Ultimate: 147 of my best levels (through UC5), plus 2 entirely new ones. May be overhauled soon.
My CC2 levelsets: (100, ???)
IHNN1 | IHNN2
My CC score tracker. Has lots of cool automated features!
Twitch | Youtube | Twitter
Posts: 454
Threads: 61
Joined: Jan 2013
Scorecard: mobius
09-Nov-2015, 8:19 PM
(This post was last modified: 09-Nov-2015, 8:20 PM by mobius.)
thanks for the info.
Here's something else I'm sure people noticed; if you have a lot of wires/logic gates present in a level; if they're on screen in the editor there is considerable lag when drawing or selecting, but only when the wires are visible.
Posts: 454
Threads: 61
Joined: Jan 2013
Scorecard: mobius
04-Dec-2015, 4:55 PM
(This post was last modified: 04-Dec-2015, 4:56 PM by mobius.)
this is a bug in the game not the editor but;
I'm sure someone's noticed already; if a trap is triggered by wire, by a "pulse" [sometimes] if something is in the trap it will not be released or move forward.
In case anyone doesn't know; a pulse refers to a when a wire is triggered by something moving over a button continuously; that is the monster or chip doesn't stop on the button so the time the wire is triggered is very short, or when a east-west counter reaches 0.
Posts: 921
Threads: 65
Joined: Oct 2012
Favorite Pack: CCLP3
Scorecard: random 8
04-Dec-2015, 5:21 PM
(This post was last modified: 04-Dec-2015, 5:22 PM by random 8.)
I've noticed that too, except the version of the bug i came across involved a trap button instead of wires. Never got around to adding it to the public bug list, though.
Posts: 454
Threads: 61
Joined: Jan 2013
Scorecard: mobius
04-Dec-2015, 9:31 PM
(This post was last modified: 06-Dec-2015, 12:26 PM by mobius.)
thanks for posting that link again. I had lost it.
EDIT: I may have discovered a related glitch: it seems that this may not only effect traps but also logic gates; as in a "pulse" had no effect on a counter gate when it should've. I have not verified this however.
I can say that the effect is either non-existent or not as bad on pink or green toggle doors. I haven't had it happen in that instance.
It also seems like this bug only happens under certain circumstances, because in some tests the trap worked every time.
EDIT: I just confirmed this does happen. A pulse is sent through a sytem of wires and gates, and ultimately reaches a counter gate [east-west] it should go up one increment but does not. While holding down the button for at least a second it works as intended.
Posts: 921
Threads: 65
Joined: Oct 2012
Favorite Pack: CCLP3
Scorecard: random 8
In the instance i came across with the trap button, it only happened if i pressed it coming from a certain direction.
I'm curious what your setup is. Can you share an image or c2m file of it?
Posts: 454
Threads: 61
Joined: Jan 2013
Scorecard: mobius
08-Dec-2015, 9:53 PM
(This post was last modified: 08-Dec-2015, 9:57 PM by mobius.)
I can confirm it also happens with brown buttons. I forgot about it until you mentioned it but I did see this also. I don't know about a direction.
My setup [which I mention above.] if pretty big. Basically; either me or an enemy pressing a pink button by walking continuously over it is not correctly triggering wires correctly. Interestingly; the problem may be happening somewhere in the tangle of wires because I could visually see the wire turning quickly near the button but the counter gate is not responding; either the gate is effected directly or somewhere the wires are losing it [or another gate].
this picture probably isn't real good but I don't want to reveal this whole level because it would spoil it [i plan to upload my levelpack sometime soon].
Basically the wire in question will pass through 6-8 logic gates [including counters] before reaching the counter at the end. [btw, it has nothing to do with those incomplete wires, I just drew them up quick because the real pink button and other gates are off screen, the image would be too big.
http://cczone.invisionzone.com/uploads/gallery/category_3/gallery_127_3_2155.png
the funny thing is; I haven't yet experienced it with anything else; like doors. For example on another level when I first discovered this on the trap I had a fireball go through a straight line of traps but when it didn't work I switched to a series of force floors and pink toggle doors to achieve the same result; and then it worked just fine. There was no glitch with the toggle doors [still from pulses].
|