I don't know if you guys are familiar with digital logic circuits (I only recently stumbled upon them myself) but I thought it would be cool to use the concepts involved in digital logic circuits in a puzzle in a sp mod I'm making. Basically you have some input which can be modified by what are called gates (and, or, exclusive or, not) and their output is measured either 0 or 1 (on or off, yes or no, etc etc...). I thought it would be cool if when you tried to use a console to open a door, it told you there were damaged circuits that needed repair. Then a menu screen would open up and it would show you the circuit and it's input/output and you would have to figure out what type of gate was there before the circuit was damaged.
Here is an explanation of the gates: AND = Only has an output of 1 if all of its inputs are also 1. Otherwise it will have an output of 0 OR = Basically one or the other (or both in some cases). So you only need at least one input of 1 to have an output of 1. NOT = This gate outputs the opposite of its input. So if it gets a 0, its output is 1. Vice versa, if it gets a 1 its output is 0.
I made up an example to show you guys.
So...lets say the inputs for the k and 7 looking aurek besh characters are like so: K=0 7=0 And lets say the output is 1. So what would the damaged gate have to have been in order for the output to be 1??? Here's the answer:
So if you answered correctly then it displays a message, something like "The damaged circuit has been repaired" and then the menu closes and the door opens. Did you guys follow all of that? If not let me know. I need to be able to accurately describe all of this when the puzzle is started so that no one is sitting there staring at their screen with this face :Puzzled: However, going back and reading everything I just wrote...this seems like it might be more trouble than it's worth.
JKA's menus can't do logical operations, at least, not without being recoded first.
Wow, that was fast. Well that sort of blows my idea out of the water. So you can't set up a menu with three button choices and have it proceed to another menu if the right button is chosen?
Oh, well yeah, you could do that, and you can run basic scripts from a menu. The problem is that it'd be very complicated to make any kind of reasonable forfeit for picking the wrong option.
Hmm...I see. Would there be any way to have the whole menu sequence start over at each wrong choice?
Yeah, a simple goto function would do that. I though you were envisaging large circuit puzzles with multiple gates to fix in each. That would be a major pain in the arse to do with only existing menu functions.
Actually I was thinking several different circuit boards, maybe 3 or 4, each with just one damaged gate. I figured that if I had really large complicated boards with multiple damaged parts, then it would be too time consuming. Also I'm sure there would be a few cases where more than one correct answer could be found which is something I'd like to avoid.
Well in that case it should be fairly simple. In singleplayer you can load a menu using the target_level (Something that, anyway) entity.
I've used a menu to call scripts before, just let me do a bit of harddrive excavation and I'll get back to you on that one.
Edit: Ok, you've got to use a button action (in a ui file) to execute a cfg file, "exec treefall.cfg" for instance. In the cfg file, call the script:
helpusobi 1 runscript player yavin1/treefall1 helpusobi 0 clear
For example, causes the first tree on the first singleplayer mission to topple.
Yeah, but you don't have to execute the cfg... you can easily "exec" in your menu file :D (Not so important xD)
Thats...what... I just said...?