circuit repair puzzle -1 reply

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DarthStevenus

GF is my bext friend *hugs GF*

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#1 8 years ago

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.

example_circuit_damaged.jpg

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:

Spoiler: Show
example_circuit.jpg

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.




The One and Only VIP Member

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#2 8 years ago

JKA's menus can't do logical operations, at least, not without being recoded first.




DarthStevenus

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#3 8 years ago

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?




The One and Only VIP Member

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#4 8 years ago

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.




DarthStevenus

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#5 8 years ago

Hmm...I see. Would there be any way to have the whole menu sequence start over at each wrong choice?




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#6 8 years ago

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.




DarthStevenus

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#7 8 years ago

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.




The One and Only VIP Member

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#8 8 years ago

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.




jk3editor

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#9 8 years ago

Yeah, but you don't have to execute the cfg... you can easily "exec" in your menu file :D (Not so important xD)




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#10 8 years ago

Thats...what... I just said...?