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Advanced Logic; Post all your best story logic here
Tweet Topic Started: Jun 23 2008, 03:04 AM (429 Views)
Slagar Jun 23 2008, 03:04 AM Post #1
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I'm starting this post for those logic tycoons out there. :w00t: Here's a few ideas to get you started...

Stop a 999-life AI from spawning

1. NOT Enemy 1 spots player (and) "trigger X tripped" -> Kill Enemy 1

Once trigger X is tripped (it can be anything), the spawning AI will be repeatedly killed upon spawning (with no time for blue light to happen). Technically the AI will still spawn, you just can't tell unless there is a counter which counts how many times the AI is killed. If you also want a counter to show how many times the AI is killed, but you want it to stop counting upon trigger X being tripped, just add a condition for the counter to count:

2. Enemy 1 killed (and) NOT "trigger X tripped" -> kill counter increases by 1

That way once the trigger X is tripped, the AI will be repeatedly killed, but the kills won't be counted on the kill counter anymore.

Say you want to have a cursed vase be responsible for demons spawning. Break the cursed vase and the demons stop spawning. You can get points for the demon-killing up until the point where you say enough is enough (maybe there is no more health/armor left and you are about to die) so you break the vase to "seal the portal."


AI slips on banana peel and falls to its death

In Military, stack five 31's to make an open shaft. You will notice that on some sides of the shaft, there are some bows in the wall, so that there is a wider ledge at some spots around the shaft, and a slimmer ledge. Where there is the slimmest ledge possible on the western or northern edge of the top tile (tile rotation doesn't matter, only direction on the grid), put on the fifth floor where the slim ledge is, a locked door between the shaft and another room, and put a spawn-and-patrol AI in the room, who needs to go through the door on his patrol, walking in a west-to-east or a north-to-south direction. [If a patrolling AI is walking in either of these 2 directions, they will walk forever against a locked door; if they are patrolling in the opposite cardinal directions (east-to-west, or south-to-north), they will try to find a way around the locked door, and stop/wait at their last unsucessful try around.] Put a switch at the bottom of the shaft, which toggles the door open that the correctly positioned AI will be walking against. Logic:

1. Door Unlocked --> Start Timer
2. Timer Reaches 1 second --> Kill the AI

The timing is perfect, so that he dies right on the slim ledge and falls all the way from the top floor to land on his back, with a disgusting crunchy sound. If the timing isn't perfect (i.e., other tile sets/tiles or other scenarios; it can be done, but with more involved logic), you won't get the same effect... either the AI will die without falling, or death occurs in mid air, with the AI teleporting immediatley to the ground for a regular death-while-standing animation, which isn't near as funny. (You could also if you wanted, time it so that they die on impact with the ground, which makes it look like they jumped skillfully then but died on impact, rather than losing their footing like a goon)

Not logic, but still comedy: Use the turret gun running behavior to make an AI run off a cliff, overshoot his safe landing area, and land in a mine field. I swear he panics right before the end.


Heartbeat light in 3 logics:
1.Counter 1 reaches 0 -> Counter 1 increase by 1 (and) reset the trigger "Counter 1 reaches 0" (and) Change Tile lights 1
2.Counter 1 reaches 27 -> reset the trigger "Counter 1 reaches 27" (and) reset Tile lights 1
3.Counter 1 reaches 108 -> reset the trigger "Counter 1 reaches 108" (and) reset Counter 1

Starting light is Speed:6, Phase:10, Pulse bright/dark
Changed light is Speed:6, Phase:0, Pulse bright/dark.

It's not perfect but that's the basic principle; you can play with the phase of the starting light, and the primary/secondary colors (which one is the bright and which one is the dark) of both starting and changed light for a lot of variation. A fourth logic can add even more variation (change the tile lights at some value other than zero, while still resetting the lights 27 points away from that value). The changed light can be mysteriously stubborn, so you may have to play with the pallette of the changed light to get it to work. Some really weird things start to happen with the pallette inside that changed light menu though.

Why 108 and 27? Because a pulse of Speed:6 lasts for 108 60ths of a second (108 frames), and 27 is a quarter of that. At this speed, it takes 54 60ths of a second to go from primary palette color to secondary palette color (top and bottom of the wave):. The heartbeat logic superimposes 2 waves on top of each other, revealing each wave for a certain amount of time for the bumpbump....bumpbump....

Knowing the wavelength of a pulse, you can also make a player-triggered slow fade from 1 fixed color to another fixed color, via half of a pulse (or several halves of several pulses, for a very looong, slow fade). A pulse of slowest speed has a wavelength of 665 frames (from primary color to primary color)...

A Player-triggerd single fade in 4 logics:
1.Counter 1 reaches 0 -> Counter 1 increase by 1 (and) reset the trigger "Counter 1 reaches 0"
[This logic is the frame counter]
2.Counter 1 equals 832 (and) NOT location 1 reached -> Counter 1 decrease by 665 (and) reset the trigger "Counter 1 equals 832"
[This logic turns the frame counter into a wave monitor, cycling between 167 and 832, these values marking the appearance of the primary color in a pulse of phase=0]
3.Counter 1 equals 832 (and) Location 1 reached -> Change Tile Lights 1 (and) Counter 1 increase by 665
[Upon reaching the location, the value 832 turns on the pulse, whose primary color matches the fixed starting color. Adding 665 negates the subtracting of 665 from logic #2, allowing the wave monitor to continue forwards, while preventing repetitive changes to Tile Lights 1]
4.Counter 1 equals 1165 -> Change Tile lights 2
[Half a pulse away from 832, Tile lights 1 will be at the secondary color. This is the time to switch to the fixed light of Tile Lights 2]


Hope this helps! Cheers, :D

Slagar
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admiralhowdy Jun 23 2008, 07:32 AM Post #2
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There's already a Story Map Ideas and Advice; post them here! topic in the Story Map section, pinned. I see little point in copying stuff from there to put into this more general area. At the very least, be professional about it and give credit to the source material (originally posted by who, when, where). Notice that The Official Inspiration Topic at least has bylines.
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Knives Jun 23 2008, 08:42 AM Post #3
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Yeah, this is kinda redundant. The logic junkies have hogged the story maps ideas and advice topic already.
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blakepro Jun 24 2008, 02:48 AM Post #4
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I dont mind this at all. I find the logic stuff interesting. Thanks for posting your stuff. I've always found the logic stuff interesting but havent had much opportunity to take the time to really develop cool stuff with it.
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admiralhowdy Jun 24 2008, 09:11 AM Post #5
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Blake, maybe you missed the fact that none of it is "his stuff" and its all plagiarized from the existing topic in the story section. I say plagiarized because that's what it is when you copy something verbatim and no reference is made, public domain or not. You brought it all home when you said "Thanks for posting your stuff."
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blakepro Jun 24 2008, 03:41 PM Post #6
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Ha ha... ah? ... oh... *speederbike*

Hmmmm... Yeah,... if its just a copy/paste job of posts already on the boards without giving proper credit... thats not so cool..

I will leave my previous post unaltered so all may see how funny it is when you point out all those things!
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Knives Jun 24 2008, 04:42 PM Post #7
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Lol. TBH, I think someone should delete this :/


Like Admiral said, it's a copy/paste from some posts in the story maps section, without credit...
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Slagar Jul 11 2008, 02:23 AM Post #8
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I agree. Sorry for copying, but it certainly wasn't intentional.

P.S. I was offline because my internet was down.
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admiralhowdy Jul 11 2008, 10:48 PM Post #9
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Somehow

Quote:
 
Ha ha... ah? ... oh... *speederbike*


makes it all worth it.
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