Logic Gate Buffs for abilities

Recently, while working on an ability for Wraith Mod Productions, have found something very interesting.

 

It is VERY possible to create Logic Gates using Buffs.

The two I have created so far, are the basic, AND and NOT gates, which I have diagramed here

 

the AND logic gate

AND logic gate buff

the NOT logic gate

NOT logic Gate

I am sure that you can see that by them selves, these are both EXTREMLY usefull.

 

However, it strikes me that most other Logic gates are a combo of these two. And computers are just logic gates.

So, would it be possilbe to produce an "Ability Computer?"

4,316 views 8 replies
Reply #1 Top

It is true that ALL logic functions can be performed by only "and" and "not".  logic rule #2

Reply #2 Top

excuse me for sounding a little uninformed, but what's a logic gate/function?

Also, is this something that could be useful for making sure the ships use their abilities halfway-intelligently when on autocast?

Reply #3 Top

logic gate is baically if certain condition = true then performs a function and else it wouldn't occur. Bacilly becuase the computer runs on 1 as in true and 0 for false, the computer by extension the program make decisions base on what conditions are true and what are false.

Reply #4 Top

what ice said is true but logic gate all order what the computer should be doing on an electronic level with the processor which process the information and interprets the information, send out the information and what you see is the performing of the ability during the game.

Reply #5 Top

Its a transistor in code form...

Reply #6 Top

Quoting Volt_Cruelerz, reply 5
Its a transistor in code form...

 

For the most part, yes.

 

I just find the speculation interesting that we could actully make a Code computer. An Ability Calculator.

Whatever use they might be.....

 

Though, knowing me and Shadow, it wont be long before we may need a Code Computer. Our mods tend to get a little insane.

Reply #7 Top

Could you give an example of what application this could have?

Reply #8 Top

I have used the NOT gate for a very special capture ability. I used it so that the ability doesn't work if an enemy capship is in the area.

here is the diagram of the ability. I proudly declare it the most complex ability in sins.

 

Most Complex ability in sins

 

To explain how the AND gate is usefull, let me explain what me and shadow refer to as a "Boomerang Buff"

A Boomerang buff, is a buff that starts on one entity, creates a second buff on a differnt entity, then creates a third buff back on the original entity.

You can see that it is a part of every diagram I have posted so far.

 

THe problem is, it is VERY difficult to insure that the third buff hits its intended target (the original entity)

In my capture buff above, I banked on the fact that in this particular mod, thier are only two players with one cap each. so the third buff in the Boomerang buff MUST land in the proper place. (In this case, it is the BuffRemoveTimer.entity)

However, most of the time, we can't garuntee that.

For example, One ability that we want to make will literaly TIE a particular module to a planet.

Whatever race owns the planet, will own the module. Plus, the ability to do this must be on the module.

Which means that we have to use a Boomerang buff. Which then means, that we have no way to insure that the Boomerang buff will target the original Module again. It it targets the wrong module, then THAT module will turn to the other players civilization, instead of the proper module.

SO, the answer is to include an "AND" gate. so that the third part of the Boomerang buff will only activate when it is on the right module.

We havn't made this ability yet. But we will shortly.

 

 

Again, as to a series of logic gates. I have no use for yet.

Key work: YET.