Displayblocks are pretty useless atm exept of noticing stuff or showing shield and powerstatus.
Why not making it triggerable with a positive Signal from a Activator?
To use this in a useful way, we need more Displayblock commands like
[speed] - showing actual speed
[playsound=mycustomsound.mp3] - to play a customsoundfile
[colorbg=FF6666] - colorize the screenbackground
[blink] or [blink_color=#FF6666] - to make the screen blinking
[gravity] - to show the actual state of gravity for player or all players on ship (Gravity modules should be adjustable for that)
[countup] or [countdown] - to count numbers and show them on screen avey time a Signal comes in
[reset] - reset and actualize all Data on the Display
The Display block could also work the other way around to program logics.
tipe in [connect] and leave the displayblock, then connect the display C and V on a activator.
The display now shows *connected*.
to release the connection tipe [disconnect] and C and V the activator again.
Now to program your logics, there must be some kind of orders to the displayblock right?
[name=Activator1] - to name an connected activator
[use=activator2] - to switch the currently programming activator
[on] or[off] - to give a positive or negativ signal to the activator
[status] - showing the status of current activator
[repeat=Activator1] - to give the actual signal back to the display and it stays
This could work like this.
Youve got like a logic circute with one activator.
Youve got a displayblock where you tipe in.
[connect=Activator1] and connect it
screen will show *connected. Do so with your other logic systems
then write your program on the displayblock.
The actual status first Mashine:
[use=Activator1], [status]
would look like:
The actual status first Mashine
OFF
then go back to the displayblock and type in
The actual status first Mashine
[use=Activator1], [status]
[on]
now it looks like:
The actual status first Mashine
ON
Very simple but could improve the use of Displayblocks much.
Why not making it triggerable with a positive Signal from a Activator?
To use this in a useful way, we need more Displayblock commands like
[speed] - showing actual speed
[playsound=mycustomsound.mp3] - to play a customsoundfile
[colorbg=FF6666] - colorize the screenbackground
[blink] or [blink_color=#FF6666] - to make the screen blinking
[gravity] - to show the actual state of gravity for player or all players on ship (Gravity modules should be adjustable for that)
[countup] or [countdown] - to count numbers and show them on screen avey time a Signal comes in
[reset] - reset and actualize all Data on the Display
The Display block could also work the other way around to program logics.
tipe in [connect] and leave the displayblock, then connect the display C and V on a activator.
The display now shows *connected*.
to release the connection tipe [disconnect] and C and V the activator again.
Now to program your logics, there must be some kind of orders to the displayblock right?
[name=Activator1] - to name an connected activator
[use=activator2] - to switch the currently programming activator
[on] or[off] - to give a positive or negativ signal to the activator
[status] - showing the status of current activator
[repeat=Activator1] - to give the actual signal back to the display and it stays
This could work like this.
Youve got like a logic circute with one activator.
Youve got a displayblock where you tipe in.
[connect=Activator1] and connect it
screen will show *connected. Do so with your other logic systems
then write your program on the displayblock.
The actual status first Mashine:
[use=Activator1], [status]
would look like:
The actual status first Mashine
OFF
then go back to the displayblock and type in
The actual status first Mashine
[use=Activator1], [status]
[on]
now it looks like:
The actual status first Mashine
ON
Very simple but could improve the use of Displayblocks much.