![]() All switches are in the OFF position in the pics. The input signals are via the red and blue wires connected to switches the torches above each switch indicate whether the switches are in the OFF (0 in binary) or ON (1 in binary) position. Below them are gates with adjusted wiring to simulate all possible logic gates. The universal gates for skeleton and town NPC signaling agents are presented at the top of each pic. You can examine the gates by downloading this tutorial map: Note: in the skeleton gates, there are pressure plates in the lava in the exact same positions you see in the town NPC gates. I use various starting actuation states in the 6 logic gates below, but there are alternate ways of setting them up. There is some flexibility as to what the OFF state is with both the tooth and the block underneath. If the tooth is deactuated then the NPC will take the bottom path if the block underneath is also actuated, and will take the right path if that block is deactuated. ![]() If the down hoik tooth is actuated, the NPC will take the top path. The mechanism is based on the actuation state of a down hoik tooth and a regular block underneath. The universal logic gates can also be used to generate 3 outputs (instead of the standard 2) based on 2 inputs, which can be useful in some instances. I designed the following universal logic gates for skeletons and town NPCs, and these universal gates can be adapted to any of the 6 known logic gates. ![]()
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