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We need that! for our Enterprices
I can build a 3D vector ram (xyz=256 areas = 24 bit ?) what functionality do we need for this tracker?
BTW: I really want this done: http://starmadedock.net/threads/new-block-logic-user-reference.2404/#post-35152
Now we have the perfect case where this could be of use (prevent identity stealing as player A walks into same area as player B and player B starts walking away)
Modules which could be useful :
Questions:
Known Issues:
Don't feel shame helping.
References:
- http://starmadedock.net/threads/pro...ter-updated-with-ram-module-todo-upload.2920/
- http://starmadedock.net/threads/rp-what-if-we-would-have-security-and-crew-fully-customizable.2953/
Related Suggested Features:
- http://starmadedock.net/threads/new-block-logic-user-reference.2404/#post-35427
- http://starmadedock.net/threads/improvements-to-display-block-variables.2807/
If you want to support many players you have to do a ramp or door where they all go in (else too many area triggers)
2 blocks are sufficient to detect the direction, 3 (A XOR B + B XOR C) should be sufficient to detect another player. The counting circuit will be more complex.
Use bench's counter (has to have an increment (+1) and decrement (-1) feature).
But if 2 players walk next to each other instead of after each other, there is no way ...
You could also set up motion sensors = area triggers in a checker-board style connected to 2 different controllers which refresh a timed shut-down clock.
Or make a more complex position tracker and counter for each player (will be more like a computer). Nice idea BTW - will try that
(finally a reason for having computers!
Request: Computer, detect Lieutenant Hidden-Markov
Answer: Lieutenant Hidden-Markov is on deck 7 section C room 42
But this will fail if he goes to another players position, stops and this player walks away he stole HM's identity)
You can detect 2 players walking next to each other if the trigger triggers twice instead of once.
We need that! for our Enterprices
I can build a 3D vector ram (xyz=256 areas = 24 bit ?) what functionality do we need for this tracker?
BTW: I really want this done: http://starmadedock.net/threads/new-block-logic-user-reference.2404/#post-35152
Even Calbiri responded and poked AndyPRight now gravity modules work only if triggered by the first activation block either pressed directly or activated through area triggers.
I guess it is because other logic blocks (and even the second logic block) do not forward which user activated the logic.
@schema: please implement:
link buttons (activator blocks) to a "logic user reference" block (LUR). This block then allows user-dependent actions.
LURs forward their reference to other linked LURs when-ever they change their own reference (not when they change -for example- from active user 215 to 215).
(( Mabye a line-shaped array of LURs should store each active user ID only once. ))
Linked to any other logic block, a LUR should return true if the user's name, his faction's name or his rank is listed in a nearby display block and false if it is not.
[faction=name] [rank=01234|name]
If gravity blocks are next to LURs, they affect all users referenced by these LURs.
[INDENT]button -> LUR
button -> and
some flip-flop logic -> and
and -> gravity (nearby LUR)
// only activate gravity if -for example- step ons didn't trigger recently.
// only change gravity on destination floor (gravity lifts)[/INDENT]
Now we have the perfect case where this could be of use (prevent identity stealing as player A walks into same area as player B and player B starts walking away)
Modules which could be useful :
- Entrance/Exit (trackers and counters)
- Detects if a user enters/leaves the ship. Sends [area xyz, action NEW | EXIT] to the computer
- A global tracker could remember recent players and know who is likely to re-enter the ship.
- Room Connectors (counters and notifies tracker)
- May detect if 1 or 2+ users go through the same area
- If activation pattern is like "A, B, A, B, C, C, D, D", C triggered twice without any other inbetween (even though it is not the first or last detector)
- the number of triggering the same connector can detect a group walking together.
- It can also increase the room-counter whenever someone passes through (but not twice for one)
- Signal [area xyz, action ENTER | LEAVE]
- Identity and security tracker
- Each person has an identity (can be determined by password) which is set to UNIDENTIFIED (ID = 0) after 2 players enter an indistinguishable position.
- Security is either a counter (privilege levels = 2 * 2^bit) or a bitmask (number privileges = number bits) When 2 entities enter a not distinguishable state, the lowest common privileges are set for both (can be refreshed by entering a password).
- or a mix of 1 general bitmask, 1 or even 4+ levels for different areas with a bit-mask for fine-tuning some aspects of this level.
- What do we need?
- Password Field
- Bench made a great example that could easily be extended to 8 fields (=3 bit) * 8 times (total = 24 bit) if the logic is centrally managed (thus smaller).
I hope it will be possible to easily downsize it to your needs just by cutting optional things away.
I want to give it a server-room look, but also the ability to have the core separated (for more RP or to put extra hard hulls with 99% armour around it).
I want to give it a server-room look, but also the ability to have the core separated (for more RP or to put extra hard hulls with 99% armour around it).
As it is intended for use on big ships, I think nobody complains if I leave 13 blocks space between the core and any logic.
I intend to make it look like a server-room.Questions:
Should it be in front or behind the core?
- Behind is better for running away
- In front better for frontal assault and ships which have their core generally far behind.
- Default: Without may wanting the opposite I will put it behind the core.
I think it would be nice to leave some space (3 wide) for metal meshes in-between logic banks (2 block thick walls or hollow 4xYx4)
Known Issues:
- Can easily exceed 1000 mass (10'000 blocks) just for the position, identity and permission tracker, thus it is meant
- only for big ship
- mainly for RP (I don't support battle-cubes! :p Not intentionally :D)
- doubling ship size (or position resolution) should only add a tiny fraction to requirements, but doubling permissions bits will add greatly to requirements
- Unlock of privileges may get lost with 2 players in the same room.
- Without knowing which user triggers logic, there is no way to give just 1 of 2 in the same room privileges the other doesn't have.
- Blocks dedicated to store a user identity or String-logic (= compare words, ...) can greatly decrease the size and performance impact.
Don't feel shame helping.
- Any ideas that will make it into the final project will be credited in Display blocks by a name
- roughly sorted by how helpful and how much (obvious or known) effort it required.
- not including peoples for just quoting things others made.
- including (where possible) the original author of things.
- maybe including information or sorting for type of help like (staff, moderator for this thread, ...)
- EDIT: Thread bumpers :D *no, just joking, or maybe the top 5? *
- Peoples that really helped much and share something >50 blocks when implemented can post text for the display block and I will likely include it probably without change "as part of the lore"
- Custom display blocks will be placed in a way that somebody who deletes the whole feature (to make it fit smaller ships or have less mass/cost) also remove the display block mentioning the author of this part (should not pay for display block with credits of parts he is not using).
- Peoples may still be mentioned by name in the name-only display blocks.
- 2 peoples with <50 blocks can share a display block if they reach together >50 blocks (this is to prevent >1/2 resources spent for display blocks)
- Limits on number of characters, text color or size are only restricted by abilities of (the current) display blocks.
- Words exclusively in upper case or bad formatting is bad behaviour.
- offending content will be censored, (at a rather low offence level, will ask contributors if they accept a change before using it)
- Disclaimer: I can't decide what peoples will make with these blocks after downloading)
- Custom display blocks will be placed in a way that somebody who deletes the whole feature (to make it fit smaller ships or have less mass/cost) also remove the display block mentioning the author of this part (should not pay for display block with credits of parts he is not using).
References:
4-Digit Programmable Combination Lock
This is a 4-digit programmable combination lock using logic in Starmade. You can copy and paste it onto a ship or station and using activation modules you can input a combination that then will send an unlock signal if the correct combination is entered. It can be cleared and a new combination programmed in, and using public permission modules you can enable non-faction players a bit more secure control over things. I'll be using this circuit to enable players to lock down a hangar while they park there, and when they leave trigger a circuit reset to open it up for a new player to temporarily reside there.
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