How do you make a counter increase every second?
Get a Lifecycle (Game Start), Repeater (Task Interval 1.0 seconds, stop strategy when receiving on channel but don’t put a channel) and a Counter.
(Lifecycle) Event Occurs —> (Repeater) Start Repeater
(Repeater) Repeater Runs Task —> (Counter) Increment Counter
Wire Repeater Clock
(Lifecycle) Event Occurs —> (Wire Repeater 1) Repeat the wire pulse!
(Wire Repeater 1) When the wire repeater receives a pulse… —> (Wire Repeater 2) Repeat the wire pulse!
(Wire Repeater 2) When the wire repeater receives a pulse… —> (Wire Repeater 1) Repeat the wire pulse!
(Wire Repeater 1) When the wire repeater receives a pulse… —> (Counter) Increment Counter
(Wire Repeater 2) When the wire repeater receives a pulse… —> (Counter) Increment Counter
Trigger Clock
(Lifecycle) Event Occurs —> (Trigger) Trigger
(Trigger 1) Triggered —> (Trigger 2) Trigger
(Trigger 2) Triggered —> (Trigger 1) Trigger
(Trigger 1) Triggered —> (Counter) Increment Counter
(Trigger 2) Triggered —> (Counter) Increment Counter
Hey hey hey, remember, NO MORE REPEATERS!
Just use 2 wire repeaters, at the bare minimum.
Well, some maps aren’t that big so in that case, repeaters would be fine.
But 2 wire repeaters take a whole lot less memory than 1 repeater.
Even if they aren’t that big it’s much more viable to use a Wire Repeater or Trigger Clock.
Use a Wire Repeater when wanting to make a Mini-Repeater that doesn’t require much settings.
(I.e Regenerating Health)
Use a Trigger when you need a cheaper version of the Repeater.
NEVER use the Repeater.
Looks at Repeater charging us 400 memory for something that can be done with 80 and 10 memory respectively.
Exactly.
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