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How to Create a Countdown Timer for Your Tombs

bunbunnynybunbunnyny Posts: 3,678 Member
This will show you how to create countdowns for tombs!
For example, you activate something, and a series of wall lights on the wall turn on. Then, they begin counting down one by one, and once the last light goes out, the entire tomb is engulfed in flames unless you find the hidden switch!
(MAJOR credit & thanks to mikitta47, who inspired this idea to be created!)

screenshot_original.jpg"width=650"

The torches in the picture are slowly turning off, one by one. After the last torch turns off, a dart trap will release in the hallway!

Here's what you'll need:

•World Adventures EP
•The [testingcheatsenabled true] cheat activated
•The [buydebug on] cheat activated


This post will show you how to make a visual countdown. Read the second post to learn how to make a hidden countdown!


1) First, you will need to set up exactly 8 lights in a row, 2 nearby Tomb Processors, and something to activate the process, like a lever, floor switch, or floor panel. Oh, and a floor trap!

Ctrl+Shift+Click the Floor Trap and select:
[Set State...]»[Dormant And Hidden]


2) Now, there will be many things that you will need to keep track of with the processors. So pay close attention to what to do. Do steps 2-6 to both Processors, and make sure that ABSOLUTELY NOTHING else is selected or changed:

Ctrl+Shift+Click each Processor, and select:
[Set Logic Mode...]»[Cycle (Crawling Ants)]


3) Ctrl+Shift+Click each Processor, and select:
[Set Clock Mode...]»[Disabled (Disarmed)]


4) Ctrl+Shift+Click each Processor, and select:
[Set Clock Period]» Set this to either {1000}, {750}, or {500}. The smaller the number, the faster the countdown.


5) Ctrl+Shift+Click each Processor, and select:
[Set Clock Jitter]» Set this to be half of whatever you selected for the Clock Period. This would mean either {500}, {375}, or {250}.


6) Ctrl+Shift+Click each Processor, and select:
[Toggle Options...]» Make sure that each option is displayed as the following. Normally, the only option you'd need to select is [Deactivate Outputs On Tick].

[Deactivate Outputs On Tick (Disabled)]
[Deactivate Outputs On Reset (Enabled)]
[Clear Inputs On Reset (Enabled)]
[Clear Inputs On Tick (Disabled)]
[Clear Inputs On Deactivate (Enabled)]


7) Take the activating object, and link activating to one processor. Do it in this manner:

Activating object:
[Link Triggers...]»[Hidden Switch]/[Step On]

Processor:
[Link To Activated Behavior...]»[Arm]

If you're using a Floor Switch, Ctrl+Shift+Click the switch...
[Link Triggers...]»[Step Off]
Link it to itself:
[Link To Activated Behavior...]»[Appear]

screenshot_original.jpg"width=650"



8) Ctrl+Shift+Click the same Processor, and select:
[Link Triggers...]»[Out 0]

Link it to the light on one end of the series of 8 lights.
[Link To Activated Behavior]»[Light: Turn Off]


9) Ctrl+Shift+Click the same Processor, and use [Out 1] this time, and link it to the light directly besides the light that you just linked to in step 8.

Do this again, use [Out 2], and link it to the third light in the series.

Use [Out 3] on the fourth light.
Use [Out 4] on the fifth light.
Use [Out 5] on the sixth light.
Use [Out 6] on the seventh light.
And use [Out 7] on the eighth light.


10) Ctrl+Shift+Click the eighth light.
[Link Triggers...]»[Light: Turn Off]

Link it to the second Processor:
[Link To Activated Behavior]»[Arm]


11) Ctrl+Shift+Click the second Processor:
[Link Triggers]»[Out 0]

Link it to the first Processor:
[Link To Activated Behavior]»[Reset]


12) Ctrl+Shift+Click the second Processor:
[Link Triggers]»[Out 0]

Link it to the Floor Trap:
[Link To Activated Behavior]»[Set To Fire]


13) Ctrl+Shift+Click the second Processor:
[Link Triggers]»[Out 1]

Link it to the Floor Trap:
[Link To Activated Behavior]»[Set To Dormant]


14) Ctrl+Shift+Click the second Processor:
[Link Triggers]»[Out 1]

Link it to itself:
[Link To Activated Behavior]»[Reset]



And there you go! You've got your countdown timer!

You can add or subtract lights to the process. Just make sure that you link the last light to a separate Processor that doesn't have anything linked to it, and use that Processor as the second Processor mentioned in the directions!
If you add lights, here's what you do:


15) Add a third Processor with the same settings as the first 2.


16) Select the last light:
[Link Triggers...]»[Light: Turn Off]

Link it to the third Processor:
[Link To Activated Behavior...]»[Arm]


17) Link the third Processor similarly to what was done in steps 8-9:
[Link Triggers]»[Out 0]

Link this to the ninth light:
[Link To Activated Behavior]»[Light: Turn Off]

Use [Out 1] for the tenth light.
Use [Out 2] for the eleventh light.
Use [Out 3] for the twelfth light.
Use [Out 4] for the thirteenth light.
Use [Out 5] for the fourteenth light.
Use [Out 6] for the fifteenth light.
Use [Out 7] for the sixteenth light.

You may stop at any light between 9 and 16.
You may also go above sixteen-just use a fourth Processor!

Just make sure that you set up the last light the same as always, and the light that leads to the next series of lights.



But you can also set up the countdown to activate multiple Floor Traps!

18) Ctrl+Shift+Click the Processor that the last light [Arm]s:
Link [Out 0] to [Set To Fire] on every Floor Trap that you want it to activate!


19) Ctrl+Shift+Click the same Processor that is Armed by the last light:
Link [Out 1] to [Set To Dormant] on every Floor Trap that [Out 0] activates!



And now you know how to activate multiple Floor Traps with the countdown!


If you have any questions, please feel free to ask!

Comments

  • bunbunnynybunbunnyny Posts: 3,678 Member
    edited August 2011
    This post will teach you how to build a hidden countdown.

    Hidden countdowns are just like visual countdowns, only there are no lights to tip you off!

    First, you'll need to have all of the same requirements as mentioned in the first post.


    1) Set up 1 activating object (floor panel, floor switch, hidden switch), 2 Tomb Processors, and 1 floor trap. Set the floor trap's state to [Dormant and Hidden].


    2) Complete steps 2-6 on the Processors that you have placed.


    3) Although you have already set up the [Clock Period] and the [Clock Jitter], you'll have to redo these.
    (Only do this step to the first Processor!)
    Set the [Clock Jitter] to any number above {250}. This will be how many Sim seconds before the countdown ends.

    Remember, Sim seconds and minutes are much, much faster than real-life seconds. So, I suggest setting this number really high, like 8000, 4000, or 2000. Also, don't set it too high, like above 20000, as this can break the Processor!

    You'll also need to set the [Clock Period]. Set the [Clock Period] to be exactly twice as much as whatever you set for the [Clock Jitter].

    Make sure that the second Processor's [Clock Jitter] and [Clock Period] are less than the first Processor's [Clock Jitter] and [Clock Period]!


    4) Ctrl+Shift+Click and link the activating object so that when activated...
    [Link Triggers...]»[Hidden Switch]/[Step On]

    Link it to the first Processor:
    [Link To Activated Behavior...]»[Arm]

    If you're using a Floor Switch, Ctrl+Shift+Click the switch...
    [Link Triggers...]»[Step Off]
    Link it to itself:
    [Link To Activated Behavior...]»[Appear]


    5) Ctrl+Shift+Click the first Processor:
    [Link Triggers...]»[Out 0]

    Link it to the Floor Trap:
    [Link To Activated Behavior...]»[Set To Fire]


    6) Ctrl+Shift+Click the first Processor:
    [Link Triggers...]»[Out 0]

    Link it to the second Processor:
    [Link To Activated Behavior...]»[Arm]


    7) Ctrl+Shift+Click the second Processor:
    [Link Triggers...]»[Out 0]

    Link it to the first Processor:
    [Link To Activated Behavior...]»[Reset]


    8) Ctrl+Shift+Click the second Processor:
    [Link Triggers...]»[Out 0]

    Link it to the Floor Trap:
    [Link To Activated Behavior...]»[Set To Dormant]


    9) Ctrl+Shift+Click the second Processor:
    [Link Triggers...]»[Out 1]

    Link it to itself:
    [Link To Activated Behavior...]»[Reset]



    And you've got your hidden countdown timer!

    You can set your hidden countdown timer to activate more Floor Traps by doing the following:


    10) Ctrl+Shift+Click the first Processor.
    Link [Out 0] to [Set To Fire] on every Floor Trap that you want it to activate.
    Make sure you use the first Processor for this!


    11) Ctrl+Shift+Click the second Processor.
    Link [Out 0] to [Set To Dormant] on every Floor Trap that the first Processor activates!



    There you go! Now you know how to set up hidden countdown timers to activate multiple Floor Traps!

    If you have any questions, please feel free to ask!
    Post edited by Unknown User on
  • auntielyndsauntielynds Posts: 3,071 Member
    edited August 2011
    I think we should crown you the Head Tomb Engineer! :mrgreen:
  • ConorsimConorsim Posts: 5,898 Member
    edited August 2011
    Hi bun!

    You really know you're stuff, don't ya? :lol:

    I'm sure what you've showed will help me somewhere down the line, as I do like me tombs ;)
  • bunbunnynybunbunnyny Posts: 3,678 Member
    edited August 2011
    Thanks!
    I'm still getting around the Processor, since there's so many things that you can do with it! But I'm sure I'll get it figured out eventually!
  • bunbunnynybunbunnyny Posts: 3,678 Member
    edited August 2011
    The first post has just been updated to show how to add or remove lights to the countdown.
  • bunbunnynybunbunnyny Posts: 3,678 Member
    edited August 2011
    The first post has been updated on Step #1.


    The first post has been updated to reveal how to use visual countdowns to activate multiple Floor Traps.


    The second post has been updated to reveal how to use hidden countdowns to activate multiple Floor Traps.
  • clubersclubers Posts: 7,958 Member
    edited August 2011
    Normally when I make timers I just make one activate the next, that activates the next, etc. Each time they activate there is a delay of 1 - 3 sim minutes, which is prefferable in my case.
  • bunbunnynybunbunnyny Posts: 3,678 Member
    edited August 2011
    I tried testing that, clubers, but it broke my game. The torches turned on and of rapidly, and then they broke and just stopped after a real-life second passed.
  • clubersclubers Posts: 7,958 Member
    edited August 2011
    bunbunnyny wrote:
    I tried testing that, clubers, but it broke my game. The torches turned on and of rapidly, and then they broke and just stopped after a real-life second passed.

    Aw that plum. I've definettely had my problems with tomb buildings...
  • bunbunnynybunbunnyny Posts: 3,678 Member
    edited August 2011
    MAJOR updates have been made to both posts.

    ~Minor spelling errors have been fixed.

    ~Minor punctuation errors have been fixed.

    ~Step numberings have been boldened and spaced to make finding and reading steps easier.

    ~A new step has been added to Post #2. (Step #10) If you have created or are in the process of creating this device before this update has been made, please ensure that you complete Step #10 in Post #2 to prevent your device from functioning improperly.
  • bunbunnynybunbunnyny Posts: 3,678 Member
    edited September 2011
    Credit & thanks has been given to mikitta47, who came up with the idea for me to pursue creating this idea, and several other tomb "devices!"
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