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#1 2016-04-28 04:57:43, last edited by Rapidgame7 (2016-04-28 17:43:36)

Rapidgame7
Member
Joined: 2015-10-15
Posts: 16

Radio switches!

So we have switches that basically work as checkboxes, but what if we had (some more of) the entire set of HTML graphical control elements?

I present to you, an abomination with Paint!
MW4VOrd.png
Sorry for the size of the image. Also I didn't align correctly the numbers and I didn't respect the "all blocks are made with pixels, you just made a circle".

So, what I thought is that you get to place radio switches that act just like radio buttons: You can only choose one from a set, and if you choose another, the one you previously chose will be deselected and whatever you just chose will be selected.
You can't trigger a radio switch again by repeatedly entering the cell, so once you turn one on you can't turn it off again. That's not how radio buttons work.
They begin off, so if you want doors/gates moving you should trigger a switch first.

When clicking the switch in your block menu, you have to choose an ID (or set) and a sub-ID (or sub-set) for the switch.
ZoKp6ET.png
Why? Well, first your switches have to be in a set, so if you have three switches with the set 0, then you have to choose only one, you can't choose all of them.
And of course, if you want to open doors or close gates, you need the sub-set. If you set the switches' sub-set to 1, 2 and 3 respectively, and you trigger the one with the sub-set of 2, all doors with set 0 sub-set 2 will open and gates with the same attribute will close.
If you happen to have two switches in the same set and using the same sub-set, both switches will appear as triggered. They do the same thing since they're both the same trigger in different places.

If you have two switches, two using sub-set 0 but their set are different, they won't interact with each other since their set is different.

I thought about global radio switches too. I can't see a good use for them though, since most questions involving radio buttons are usually stuff the user should answer, and not everyone has the same answer. Unless you're doing a coop that involves global switches, that is. Or it's for an admin room to choose from 4 different options that open different minigames and bosses and stuff, but that's a very specific use.



...I think that's all!

Long story short, they're switches that act like radio buttons. Choose one and the rest turn off. You can have multiple sets of switches. They are great for giving the player a way to "answer", and closes gates or opens doors depending on what the player chose.


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#2 2016-04-28 05:52:01

Anatoly
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Re: Radio switches!

Yes please.

#3 2016-04-28 06:33:48

N1KF
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Re: Radio switches!

I like this idea. Although I would prefer that it be added in a more user-friendly way.

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#4 2016-04-28 13:49:25

Jedpogi
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From: there
Joined: 2015-02-18
Posts: 524

Re: Radio switches!

does it use real radio waves


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#5 2016-04-28 13:52:38

Onjit
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Joined: 2015-02-15
Posts: 9,709
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Re: Radio switches!

I feel like I had a migraine just reading that.

Why can't you just be creative and use the simple tools given to you? I think it's better to have limited supplies and have to create a solution, rather than have an overly complex system designed for an infinite number of specific situations.


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#6 2016-04-28 17:39:42

N1KF
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From: ဪဪဪဪဪ From: ဪဪဪဪဪ From: ဪဪဪဪဪ
Joined: 2015-02-15
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Re: Radio switches!

Or, perhaps instead, we could just have a single new type of "radio" switch. That would be a lot less confusing, I think. Plus people who want to feel smart by creating large binary systems (like me) still can.

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