posionus Posted December 28, 2012 Posted December 28, 2012 So recently I have been working on a map where two airships battle each other. I already have tnt cannons designed, but I have been considering adding "turtle torpedos". Each airship will be capable of sending turtles out of a tube. The turtles fly forward, and when they sense a block in front of them, they place a tnt block above themselves and detonate it. I have tried moving turtles with frames and they crash the game. I will probably have to have a rp block placer place the turtles immediatley before firing and then have a dispenser drop a tnt on them. Next I somehow have to have the "torpedo program" loaded onto it or broadcast to it over a modem. Is this possible? If so, how could I do it? I have some experience with computer craft and turtles, but I'm not sure how to do it or if it's even possible.
thebird Posted December 29, 2012 Posted December 29, 2012 You could have a disk drive next to where the turtles are placed with a floppy inside of it that contains your program. You could then start the program with something like "disk\[nameOfProgram]". There is probably a better way but this one is all I can come up with.
posionus Posted December 29, 2012 Author Posted December 29, 2012 So would the turtle load the program into its ram? I think I already tried running a program on a turtle directly off of a floppy and once the turtle moves, it "forgets" the program. I will check up on that though. Also, can this be done automatically or does the player manually have to enter what you said? I'm hoping to get this as automatic as possible. Ideally just press a button to fire. Thanks for the response btw.
mahlazor Posted December 29, 2012 Posted December 29, 2012 Make the program name is "disk/startup" (without the quotes), this way they will launch the program directly after starting the turtle. Add a sleep function in the start to make it delay slightly.
posionus Posted December 29, 2012 Author Posted December 29, 2012 Ok, I just tested the "disk/startup" and it works! Thanks. I discovered some other problems though. First off, I still need to click the turtle to get it to turn on and start the program. I'm also having some problems getting tnt into them. I tried having a second deployer place the tnt in front of a the turtle and then having the turtle use dig() to collect it, but for some reason the tnt gets destroyed but doesn't show up in the turtle's inventory. I tested dig() with other materials and it works fine. I would use suck() and just have a dispenser drop a tnt, but suck() is only available in newer versions. Any idea on how to fix either of these?
The_DarthMoogle Posted December 29, 2012 Posted December 29, 2012 Dangit, I was hoping for a thread about shooting Mo' Creatures turtles.
Nickfire Posted December 29, 2012 Posted December 29, 2012 Dangit, I was hoping for a thread about shooting Mo' Creatures turtles. M0 Creatures is in thenic go checkthe thenic fourms not the tekkit fourms
Beeskee Posted December 30, 2012 Posted December 30, 2012 I think maybe you can place a tnt block, a 'right clicker block' (I forget what they are called) and if that needs a redstone pulse to work, a regular block and then a redstone torch or timer. The turtlepedo can pull those from chests at the starting point or along it's route. Note the "think maybe" - I haven't tested this. You can also have pre-deployed turtles with a program awaiting a redstone signal to start, and they can be loaded with the necessary items ahead of time.
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