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#1 2014-11-30 20:20:01

JAAM
Member
Registered: 2014-11-22
Posts: 299

Timers

So i'm a bit naive on some of the more advanced wiring but digging through some old posts it sounds like it's possible to make some very large timers.
Now i'm curious what is the max number of steps a timer can have? (if there is one)
how is it designed and how does it work?

i have an interesting idea for a house that i think would stump some people but it needs an overly obnoxiously long timer 10,000+ steps.

I plan to make everyone speed run my house...

Last edited by JAAM (2014-11-30 21:29:34)


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#2 2014-12-01 02:01:57

Passive
Member
From: England
Registered: 2014-09-18
Posts: 420

Re: Timers

The largest i have seen is 1024 steps, but that took up about 50% of the house so didn't really leave much space for anything else.

On a side note i think i might have just robbed you. Only noticing now after reading the artwork thread. Was a pretty good house (i brute forced rather then solved) Leaving the smashed window and shot pitbull got me yesterday making me lose the start of my combo lock house so have changed back to the powered doors idea. How ever i wish i had waited to till later to today to rob you as far to tired to bother trying to think of a maze big_smile

Last edited by Passive (2014-12-01 02:02:33)

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#3 2014-12-01 06:34:28

JAAM
Member
Registered: 2014-11-22
Posts: 299

Re: Timers

aww was that you i guess it was a pretty hefty sum Matthew Herbert Buckler. well i got most of it operational again, after robbing a santa's gift to a doorstep vault, feel free to have a crack at it without tools big_smile

i was experimenting with some strait shot designs it isn't even that hard of a puzzle as most people are capable of figuring out the dance, but most just commit suicide when the leap of faith's floor doesn't power off.

I had even been saving up to go kill Micken's wife (revenge story blah blah blah).

Last edited by JAAM (2014-12-01 06:35:23)


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#4 2014-12-01 06:45:32

JAAM
Member
Registered: 2014-11-22
Posts: 299

Re: Timers

As far as clocks go isnt it 2^n-1 with n being the number of units you add?


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#5 2014-12-01 07:40:25

Passive
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From: England
Registered: 2014-09-18
Posts: 420

Re: Timers

JAAM wrote:

As far as clocks go isnt it 2^n-1 with n being the number of units you add?

Yea.

Also with you current house if you added a paradox circuit turning everything on if someone goes in with cutters like i did, even though that would leave the electric floors on so someone could just use water so dunno if it would be better. Maybe if you has some doors in there as well. Maybe i try something like that next house.

Mickens house seems pretty interesting, a maze running of a clock and you can't use any tools :S

JAAM wrote:

I had even been saving up to go kill Micken's wife (revenge story blah blah blah).

If i was doing that i would just ignore the dogs and saw down the other side of the pits with 1 gun to end the wife big_smile

Last edited by Passive (2014-12-01 08:32:13)

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#6 2014-12-01 11:12:37

Passive
Member
From: England
Registered: 2014-09-18
Posts: 420

Re: Timers

Died to a self test big_smile

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#7 2014-12-01 11:39:10

JAAM
Member
Registered: 2014-11-22
Posts: 299

Re: Timers

When you saw three walls it costs 1200(600 whatever) when you shoot a dog it's still 1200/600 the only difference is the cost to the owner and I want my run to be an expensive one (revenge blah blah blah)  I did find an 8bit clock that is nice and small even transcribed it to castle draft but don't know enough about its input and output to hook up a few more counters or if it even works... I'm pretty sure I could make a 13-14counter clock under half the house if I could just figure out all this nonsense btw I know this is completely impractical but I'm pretty sure I could use it to take down those auto find vault accounts that spam back and forth at the speed of light. Also I want to see if I can do it in the first place I do enjoy challenging these systems.


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#8 2014-12-01 11:42:11

JAAM
Member
Registered: 2014-11-22
Posts: 299

Re: Timers

Passive wrote:

Died to a self test big_smile

Boo all my wealth lost to the void.


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#9 2014-12-01 12:07:50

JAAM
Member
Registered: 2014-11-22
Posts: 299

Re: Timers

Every damn time someone robs me they always die soon after and I swear next time I'll get to em before they spoil it all

Last edited by JAAM (2014-12-01 12:08:27)


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#10 2014-12-01 12:15:02

Passive
Member
From: England
Registered: 2014-09-18
Posts: 420

Re: Timers

JAAM wrote:

Every damn time someone robs me they always die soon after and I swear next time I'll get to em before they spoil it all

My new house is up and running ish, not exactly how i want it to be working but ran out of money/not quiet figured out how to implement it yet big_smile Also can't think how to make it deadly big_smile

Last edited by Passive (2014-12-01 12:34:31)

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#11 2014-12-01 13:09:38

JAAM
Member
Registered: 2014-11-22
Posts: 299

Re: Timers

Passive wrote:
JAAM wrote:

Every damn time someone robs me they always die soon after and I swear next time I'll get to em before they spoil it all

My new house is up and running ish, not exactly how i want it to be working but ran out of money/not quiet figured out how to implement it yet big_smile Also can't think how to make it deadly big_smile

So it's a house guarding no cash not deadly enough to make cash and not working in general BRILLIANT!
I'll pay it a visit later when I get a chance.


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#12 2014-12-01 15:36:12

JAAM
Member
Registered: 2014-11-22
Posts: 299

Re: Timers

when i made that house there was a failsafe preventing people from passing by using cutters and saws but i don't believe you even knew you had bypassed it. i made it a bit more prominent in the design now.

I do believe this house is the most focused on absolutely correct timing.

With my new addition i believe my videos will be 5x funnier as people desperately search for a way out of their situation.

BTW what is my name?

Last edited by JAAM (2014-12-01 15:47:10)


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