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planetWayne

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About planetWayne

  • Birthday 02/25/1970

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  1. Hi All, Thought I would share another way of using the Programmable Rednet Controller in MineFactory Reloaded, this time to create a starting line with 'Ready Set Go' lights as well as False Start detection. Thanks
  2. wow thanks for the feedback. Its using the mod pack maybe a little out of context than maybe it was originally intended but it adds a little more to the game. (blatant plug but did you catch the shooting lanes videos?)
  3. Hi All, Thought I would share this video on how to create a combination lock with the programable rednet controller.
  4. Thanks all for the replies. Still learning the ropes but hopefully going in the right direction. Kalbintion - thanks for the critique - noted. There was another version I was going to use that made use one of the passthroughs to get the same effect but by the time I added on separate controls to turn off each of the illuminations - took up more slots. And yes - this is limited to the 16 channels. Was trying to keep this within the 6 slots on the basic PRC although by adding in the 'faulty lamps' does take it over the limit. Wanted to do something that didn't take up shed loads of slots this time round (25 so far is my record for the shooting range controller)
  5. hehe thanks I'm Not much of a designer / builder tbh, Its all about the red net controller code and how to get it doing stuff.
  6. Hi All, Thought I would share a quick video on how I used the Programmable Rednet Controller to create a flashing Billboard Sign with 'walking ant' lights around the outside. Thanks
  7. Here's part 4 This one has the programming logic needed to make the MultiLane / PvP mode work. Hopefully it all makes sense! Again - any questions and feedback appreciated!
  8. Still haven't got the 4th video completed yet so thought I would put the 3rd one out in case anyone is interested. This one shows how to take the individual lanes and, by joining them with additional red net controllers, lets you add a Lane Challenge mode (or Lane Vs Lane) whereby the first lane to get to the top score wins the round. In this video is the conversion of the individual lane (a little rebuilding to fit the new connections) and how to hook everything to a control panel. The 4th (hopefully this weekend!!) will be go into the programming logic. Hopefully of interest
  9. Cheers Melfice, completely forgotten about my Imgur account - doh! Loader - this is what I mean with the blocks on the back of the segments. Its the blocks on the corner that give it that 'one channel or the other' feed to light the illumination block that is the display. From the front and in the lane
  10. I get what you mean now! I've made the changes to one of the lanes to check it out - what I also did though is add additional blocks on the intersections (top and bottom corners and also behind the additional blocks on the middle section). Then, connect these to the bordering colours. Take your top picture with pink in the middle and the new block on the right - add a normal block behind the illuminator and connect it to green and yellow channels. I found that this block is then powered from ether of the three segments so you don't end up with breaks (like 1 or 7 where you have full sides) It also means that 4's also go full height (extra two blocks at the top and one on the bottom). Theres a bit more red net cable involved to keep the sections connected so it ends up 2 blocks deep - but it seems to work. The only thing is you get squared off numbers but as you said - looks a little easier to read. Now - if I could only find a way to upload a picture ... Thanks for the tip! Wayne.
  11. Hi Loader! Thanks for the feedback! - didn't know you had come across these already!! In answer to your questions, I must admit - the first time I was working with the OpenBlocks Target the only testing I did was to see where the detection came from rather than activation, which was originally based on Pungence and Keralis' videos and how they activated them with the levers on the back. I did get quite excited reading your post thinking that the connection on the back would disappear when the target was collapsed - and I'm sure if memory serves, it used to. Although I've just tried it again now to which, when the target is down, the red net connection stays up as a full block connection. Although one of the other reasons to have a block behind the target was to disguise the connection and blend it with the background (which is more obvious in the first video with the black) although in the 3rd video I've used more of a contrasting colour (the bricks). I tried to make the displays aspect ratio correct from where the player would stand when shooting and also to centre it on a lane whilst still having a lane divide. If you ever look from above at the display on the 3rd video it really does look odd with the top segments being 4 blocks in length, but again this helps with the aspect when looking from a shooting point of view. Now that I think about it, it is a reasonably simple task to add a 4th target to a lane which then makes the space 4 blocks wide, subsequently I could also make the display wider. I haven't posted part 3 yet as I haven't got to creating 'part 4' which will be how to code up the controller. Hopefully I will be able to get the video created on that today and get it linked up. Again, thanks for all the feedback, Much appreciated! Wayne.
  12. Hi Everyone, I just thought I would share a couple of videos on building a working target range I created based on the Programmable Rednet Controller and the Openblocks Target. These were inspired from the Pungence / Keralis shooting range build off in their Attack of the B-Teams channels. The first two videos go through the process on how to create a single shooting range. They are constructed to let you create each lane side by side so to let you build a row of ranges for friendly competition. Hope you like the idea! Thanks Wayne. Working Target Range - Part 1 - Building Lane Basics Working Target Range - Part 2 - Program Logic
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