added Things to Think About :- The Impulse Delay
do you think things to avoid doing or at least account for is worth adding to the tutorials?
im not sure if this will help or hinder people, the splitter is there to show that the top SVE counts to 500 then the bottom SVE starts to count and unwind the delayed impulses.
the only situation where that was an issue for me was a looping chain, but forgot to kill the Interval after 1 tick, then noticed this, could be quite useful or completely ruin your day![]()
I'm confused, is the issue the number of impulses the filter has to hold, or the length of time it holds them for?
I only mention the splitter as it's not needed, the impulse can go from the trigger to the SVE, then on to the delay filter. Splitting that many impulses might actually be the problem as the game gets confused, have you tried it without?
if you run the code, you will see its just a test to show how the impulse delay is handling its received impulses, it doesn't delay them, it simply stacks them, then when its reached its target it releases them, this does make logical sense, but is not something i even thought about until i noticed it, wasn't a problem for me as my looped chain was only a few tiles plus i was only testing some code ideas, but maybe others have had problems caused by this.
edit:- thanks for the edit ben, at the moment i don't think its shared, just wondered if it was worth creating a best practice and things to avoid/take into consideration section of tutorials, more along the lines of how to code.
I must be being a *******, I don't understand what's the difference?
Stacking/delaying, it's the same thing isn't it? If you set the delay filter to 1000 ticks it would wait 1000 ticks before sending on 500 impulses at 1 per tick, wouldn't it?
yes it would wait 1000 ticks, i made a mistake saying "then when its reached its target it releases them" as its not counting received, its just stacking what its received, until its time to send them on.Originally Posted by JaminBen007
it may be a bit confusing for some if they think that it really is delaying every tick received by N number of ticks before sending it on, not knowing that there maybe a backlog happening, essentially it will eventually start operating at the Interval Triggers pace or even button on active.
to bad i can't see it yet because i might be able to add some stuff to the delay filter tips
like disableing the delay has no effect on the "stacked" impulses it will only send when the stack time is over
changing duration will have no effect on the "stacked" impulse either
its in the triggers section, you should be able to access it via the link, or it could be that the template needs updating on the collaborators list and your not listed, i know i haven't got you mail to add sorry.
interestingly i sent 4 interval triggers all on 1tick to a delay and it output them 4*1 tick when its delay time was reached, also they remember the time stamp between received and matches the output to each stamp.
rather cool and could be quite a useful tool.