Gimkit's Quantum Mechanics: Help Needed

Its probably to make debugging easier.

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Ok, found a new quantum mechanic! When you have a large number of single-system triggers that have minimum delay, all with the same system channels, pressing one will result in all of them pressing, but only for a second.

10 of these: (trigger that sends and recieves on ‘check’, .01 delay)

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Let’s goooooooo

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???

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So they all receive AND broadcast on the same channel? If so, that might just be the animation.

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it didn’t cause lag, and they all had delay, so I doubt it. I’ll investigate further though, that’s a good point

WOAH
NOPE
ITS RECURSION
ALL FIRED AT ONCE AND RAN 300 TIMES TOTAL

ok, so after some investigation i found this:
at least 2 triggers with the same channel in both slots and any delay under .1 run, depending on delay they will either start slow and ramp up until they hit 300, or just instantly hit 300. WHAT THE ACTUAL

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Ok, using some very interesting AUO combined with sub-tick update rate stuff, I have designed a psuedo-teaming device that the player cannot detect. It still grants items, but the player cannot see them in the inventory. My question is, how would you implement this?

For those wanting more technical details, it runs three devices all in the same tick: +1 bait, check for bait, -1 bait. Uses continuous recursive trigger so teams can be checked every .015 seconds.

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Just found a new quantum recursion technique: block-property recursion. A blocked device triggers when a property is changed, and changes that property by one. The property increments by 350. WE GOT A HIGHER RECURSION CAP LESGOOO

Also, I realized a potential use for recursion: high amounts of functions running at the same time.

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This sounds pretty cool. You could get some pretty complex things going with this! It probably would make a lot of lag though…

Can you explain double chaining again?

Yep. Double chaining is running multiple chains at once. So if you have a system set to c-chain with 2 nodes and a 3 node c chain system (both triggers) then weird things happen with recursion.

bump. ig

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Probably not important, but lasers and zones have an invisible cooldown it seems. Noticed this when designing the controls for my platformer.

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Interesting. I’ve seen the same thing with teleporters (I think its .5 seconds). Do you know the zone/laser cooldown?

It’s probably just moving around in the hit ox. You have to move out and back in for it to work.

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No, but with a loop of lasers to teleporters next to each other (not touching), it stops. Teleporters also stop you when you teleport with your hitbox touching a wall.

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Ok, it’s official. Counter recursion is the cheapest method of recursion currently.
Our current methods of recursion include: trig, counter, block (?)

Any other ideas for recursion?

@getrithekd what the heck is mouse recursion

Mouse recursion.

To prevent cases that seem like u weren’t hit by lasers but were, lasers hav like a 0.5 delay before players touching them count as hit by the laser.

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Pretty Interesting :+1: