How do I multiple Signal Receiver
If I have 2 or more signal receivers / transmitters sending different values using the same name. Because they need to be cloned. One is outputting 1.00 and the other is 3.00 and since both of the receivers need to be overlapping. The resulting signal isn't multiplied. It's actually in between so a 1.50
So is there a way to have it multiple sending a 4.00 instead of the 1.50?
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I'm not sure I follow exactly what you are trying to achieve. Are you trying to multiply the two together?
If so can you feed the output of both receivers into a calculator set to multiply.
I'm not sure this works since you are using the same name on the transmitters & receivers.
You may need to use unique names for each transmit & receive set to prevent interference though I can't say that for certain.
Let me know if this works. -
The problem is that they can't be unique and they need all the same name. And the point of the wireless transmitters is so I can use the receiver and don't need to wire it up.
Problem is when 2 of the same named transmitters send 2 different signals, it'll output a signal in-between the 2 instead of multiplying it
@CLOUD1985 -
Can you explain why they all need the same name, the solution to the problem may lie in a workaround on the naming of transmitters.
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Because they're being spawned from an Emitter. So unless you know how to dynamically make each one named differently. It all needs the same name. Then other logic identifies each object spawned. Giving it a number.
So I need a way to read only the signal from Block 15 vs Block 16 because the Receiver will definitely need to overlap.
So if each block is using the same Transmitter because it has to. But are numbered. How can I isolate the signal when it's not multiplied... Instead it just gives me the in between amount of all transmitters -
It would add a bit of logic to the item if you have a lot of items being emitted but if you have a way of numbering them then you could add a transmitter for each number.
Power the transmitters off of the outputs from a selector & use the number assigned to the item to activate the relevant selector output.
Each unique number can then activate a uniquely named transmitter.
Every emitted item has all the logic on it, but only one unique transmitter is active on any item at any time. -
Can you supply more detailed information of what you want to achieve? Preferably with context of the game / end result you want. Perhaps there is another solution we can offer.
BTW, I just tested two transmitters and one receiver, and the resulting value for me is the larger of the two transmitters...so I'm not sure why you're getting 1.5 as a result. -
How did you get the larger number with your transmitters? what are you using to send the signal? I plugged a calculator into it and the numbers didn't override or combine, just the average of both.
I need a way to have blocks spawn and for other logic be able to find the specific block. But the blocks all have the same logic. So I don't want 100+ named transmitters and receivers.
The blocks have a number assigned with a variable. But how can you grab the variable off the block? A transmitter. But if multiple blocks are all transmitting. For some reason it sends the average of all active transmitters in the radius of the receiver...
And I can't have the radius smaller. So it'll always pick up multiple of the same transmitter sending different values.
So unless there's some other way to grab a wire sending a number from a block that spawns in multiple times. Idk
Maybe having it spawn with wires attached and having the wire go into a calculator so each one that spawns just has a wire going into the calculator and then it'll actually combine them together? Could work. But I thought the transmitters are basically invisible wires... Guess not -
Look. One is send a 1.00 another is 2.00 and it's blending in between
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Instead of using signal transmitters perhaps you could use variable modifiers. Adjust the settings on the variable modifiers to "Add". Stamp a Variable in place of the receiver with the same name as the v modifiers and any numbers sent to it will add to its value. In the event that you want to reset that value, have an additional variable modifier always set to "set" with a value of zero. Once you power that, your value is reset and everything should work nicely. Does this help?
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mikewhite31 the item is duplicated. So if all the items are adding to the same variable. Then it won't work. So with your suggestion. It'd need multiple hundred unique items.
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