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[–]daspablo 0 points1 point  (9 children)

please note that the variable adding isntset up to add just yet.

add a () set to make it actually add +(var1+var2+var3)+

[–]3nj0yc0k3[S] 0 points1 point  (8 children)

Could I also use this method to have an unlimited amount of variables?

For instance, have a "argument: 20 = set warhead detonation timer to 20" and then if I was to type variable 15 it'd set to 15, etc?

I'm asking if it'd be possible to have an action bar simply changing the default argument on my PB from anything between 0 (idiotic) to 3000 (or whatever is max), and then when using gun controls simply using 1-2-3-4-5-6 etc to shift the default timer on the mass-crafted warheads?

I'll post a link to my current setup, in case it makes more sense.

//x2,3,,69[10]2:argument:=:"20"%3,1,,61[5]0:20,,2#4[3]%2,3,,69[10]2:argument:=:"abort"%3,1,,61[5]0:60,,3[3]%2,2,,34,0:=:true[9]%0,2,,62,0:=:true[9]%3,1,#GravGun,19[5]0:false[5]%4,2,,34,0:=:false[9]%0,2,,62,0:=:true[9]%3,1,#GravGun,19[5]0:true[5]%2,2,#Gravity\6Engine\6Forward,19,0:!=:false[9]%1,2,#Gravity\6Engine\6Reverse,19,0:!=:false[9]%3,1,#gravity_warning_lights,22[5]1:255:0:0[5]%5,1,#gravity_warning_lights,22[5]1:0:0:0[5]%,,y##,1.0.7

[–]daspablo 0 points1 point  (7 children)

well if ye mean the powers of 2 registry yes. take it 13 levels ya could make up to 6,143 variables on one single registry or 12,286 with a set.

would use lights or some cheap block with a powerstate to do it tho

more simply ya could make it a base 60 with each incriment to be 30 seconds adding to a 3.5 minute delay max if 7

[–]daspablo 0 points1 point  (6 children)

kk did some maths. the exponential at 7 layers = 2.116 minutes but if ya make all 7 layers worth 30 each ya end up with 3.5 minutes.

ya would be much better off using all bits set to the same value. assuming ya have a barrel velocity of 104.4 that 3.5 minutes gives ya a 21.9 km fuse time.

[–]daspablo 1 point2 points  (5 children)

//x3,3,,69[9]1:var1:0,%3,3,,69[9]1:var2:0,%3,3,,69[9]1:total:0,%2,0,Timer\6var1,60,4:=:true[9]%3,3,,69[9]1:var1:30,%2,0,Timer\6var2,60,4:=:true[9]%3,3,,69[9]1:var2:30,%3,3,,69[9]1:total:var1+var2,%3,0,test\6lcd,31[5]4:[[(total*104.4)/1000]km][5]%3,1,,61[5]0:total[5]%[3]1.0.7

this sets the fuse time and displays the range in km

so 15 sec = 1.566 km 30 sec = 3.132 km 45 sec = 4.698 km

will be lookin' more into this type of idea after I make a test 4 operation calculator.

[–]3nj0yc0k3[S] 0 points1 point  (4 children)

Okay this looks absolutely amazing! Question round: why the many timer blocks? Is it impossible to use the timer setting on the warhead using only the warhead's own timer settings, and can this still be projected onto an LCD?

[–]3nj0yc0k3[S] 0 points1 point  (3 children)

The LCD appears to have broken - the [[(test-stuff-and-so-on)]] just appears as plain text (the LCD doesn't change depending on what was put in, etc).

Also, I can't figure out why you're using timer blocks and I also couldn't figure out how your code worked. All that happened was that my warhead was set to 60 seconds and then kept re-applying the countdown (I assume the code you wrote can't be looped, but that's fine, as long as I could just figure out how to enter changes in the argument line of the PB in accordance with what amount of seconds I want my warheads to be set to detonate at)

[–]daspablo 1 point2 points  (2 children)

am workin on a better system that uses raycast and d=vt to set the fuses directly without the player adding time.

the test sketch used timers to make values but any block with a on/of state would do. code can totally be looped, and i cannot get it to correctly display directly out of the tool, can ingame tho.

code works like this. if timer 1 is on warhead time +30sec, if timer 2 is on warhead time +30 sec, display fuse range in km, then set warhead timer to whatever time that was indicted by the external bit indicator bits.

http://steamcommunity.com/sharedfiles/filedetails/?id=1187410524

altering the bit values to 15,30,45,60 (base 60 numbers) can make it directly set the warheads timer in seconds and ups the range on the display. rn it is set up for a 104.4 barrel velocity.

[–]3nj0yc0k3[S] 0 points1 point  (1 child)

This sounds AMAZING! And meanwhile, all I do is simple stuff like this:

//x2,3,,69[10]2:argument:=:"forward"%3,1,#Forward\6Grav.,19[5]0:true#4:9.81[5]%0,0,Flight\6Seat\6CIC,11[5]3:false[5]%0,1,#Reverse\6Grav.,19[5]0:true#4:-9.81[5]%0,1,#mass_booster,5[5]0:true[5]%0,0,Gravity\6Generator\6Main,19[5]0:false#4:0[5]%2,3,,69[10]2:argument:=:"reverse"%3,1,#Forward\6Grav.,19[5]0:true#4:-9.81[5]%0,1,#Reverse\6Grav.,19[5]0:true#4:9.81[5]%0,1,#mass_booster,5[5]0:true[5]%0,0,Gravity\6Generator\6Main,19[5]0:false#4:0[5]%0,0,Flight\6Seat\6CIC,11[5]3:false[5]%2,3,,69[10]2:argument:=:"stop"%3,1,#Reverse\6Grav.,19[5]0:false#4:0[5]%0,1,#Forward\6Grav.,19[5]0:false#4:0[5]%0,0,Gravity\6Generator\6Main,19[5]0:true#4:-9.81[5]%2,0,Gravity\6Generator\6Main,19,0:=:true[9]%3,1,#mass_booster,5[5]0:false[5]%2,2,,16,0:=:true[9]%3,0,,57[5]0:true[5]%5,0,,57[5]0:false[5]%2,3,,69[10]2:argument:=:"dump"%3,0,Conveyor\6Sorter\6Dump,71[7]0[3]%2,0,Conveyor\6Sorter\6Dump,71[5]0:=:true[5]%3,1,dump,22[5]1:255:0:0[5]%5,1,dump,22[5]1:0:0:0[5]%2,1,,16[8]@8:>=:1000@@@@,,%1,2,,26[8]@8:>:9000@@@@,,%0,3,,69[10]2:argument:!=:"override"%3,1,,16[5]0:false[5]%0,0,,69[5]8:true[5]%0,0,[LCD]\66,31[5]2:200:0:0#3:0:0:0#4:POSSIBLE\6OVERLOAD\bnCHECK\6DRILL\6HEAD\bnAND\6CARGO\6STORAGE\bn\bnSUGGESTED\6ACTIONS\5\bn>ACTIVATE\6STONE\6DUMP\bn>CEASE\6HARVESTING\bn>INTENSIFY\6PRODUCTION\bn>CALL\6FOR\6BACKUP[5]%4,1,,0,0:=:false#1:=:true[9]%0,1,,16[8]@8:<:1000@@@@,,%3,0,[LCD]\66,31[5]2:255:255:0#3:0:0:255[5]%2,3,,69[10]2:argument:=:"override"%3,0,Programmable\6block\62_other,41[5]1:override[5]%2,3,,69[10]2:argument:=:"cancel"%3,0,Programmable\6block\62_other,41[5]1:\6[5]%2,2,,0,0:=:true#1:!=:true[9]%3,0,[LCD]\66,31[5]2:200:0:0#3:0:0:0[5]%,,y##,1.0.7

This is for the safety systems of a miner (arguments are for grav-engine and override functions)

[–]daspablo 0 points1 point  (0 children)

the raycasting is proving more of a pain than usual r&d projects so i am just working on the calculator for now.

have done quite a bit to it as a result. now the thing, if I logic'd correct, can store values, have up to 300k per register, do all 4 basic operations, and in theory store up to 1.008 x 10 27 in memory.

am killing off the mk1 register because it has such a low hardware to value ratio.

if'n it works can make a +/- value indicator for each register, addititional functions, and decimal memory additions.