Hello!
I am in the process of making an Adventure map which I will keep in the down low for now, but a part for it is a time bomb. S basically I need it to be able to make time changes to it, say make it blow up in 15 minutes or 30 minutes. Also I need it to be able t be activated and be able to be stopped. If someone could please tell me how I can make this :smile.gif:
Thanks!
~Rainbowninja999
1. A crap-load of repeaters
2. Moderate of free time
3. Lots of room
You basically need to delay the redstone signal as much as possible. Being the max delay of a repeater, which is 0.4 seconds, you're going to need about 375 repeaters for a 15-minute Time Bomb. I suggest World Edit while building this.
It can be done, shouldn't take more than 30 minutes for the whole bomb. Make sure you shield the redstone from the TnT though, don't want that getting blown to bits.
1. A crap-load of repeaters
2. Moderate of free time
3. Lots of room
You basically need to delay the redstone signal as much as possible. Being the max delay of a repeater, which is 0.4 seconds, you're going to need about 375 repeaters for a 15-minute Time Bomb. I suggest World Edit while building this.
Or just make two loops of ~34 repeaters to an 'AND'. Make one loop a tick shorter than the other, so it won't be true on the first pass. The loops will eventually sync up and make the AND gate true. If your gate isn't sensitive to the tick try reducing one side by 3 ticks.
There is probably some formula, but I imagine you could reduce the total repeaters by using more loops till you hit a minimum level per loop. It is easier to calculate the rough time to sync up if you use two loops. Use timings that are not a factor of each other like 136 tick (34 repeaters) * 135 tick (34 repeaters - one reduced a tick from full) = sync up ~18360 ticks = 1836 seconds = ~30:36 timer on 68 repeaters.
Make a minecart fall through webs then hit a minetrack detector rail. You would have to see how long it takes the cart to get through one web though,then do the math. the detector rail would be wired to the tnt
hmm, i think joey's method is much more simple BUT the height of the map could easily restrict that so i would use peppe's way as it takes up less space even though it seems a bit more advanced. Another upside to peppe's way is that you don't have to go through every repeater turning it up to the 0.4 second delay mark.
How about you make a, say, 16 bit binary counter that runs off a small, maybe even 1 second clock? Then, you can simply hook it up to a decoder (basically a combination lock), so when it hits whatever number you want (up to 65535 seconds, or the 10 mins you need), it'll send a signal to a block of TNT and blow the place sky high. It also doesn't require _that_ much redstone, a really compact version using pistons as really simple and should fit within 16x32 or blocks or so.
You could use items (they despawn every 5 minutes) so it would be more compact than using 500 repeaters . To make it deactivate you could either make the tnt drop in water or have a rs nor latch or lever to keep the power on thats connected to a inverter . (hope that made sense) .
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Yeah Peppe's way sounds best. Then you could just hook up a button at the end of the adventure map for the input to the T-Flip Flop where the output is a piston that pushes a block interrupting the signal so... NO BOOM! Or eliminate the T-Flip Flop and hook a lever to the piston. Still... NO BOOM!
Input A splits into two wires, B and C
B has very little delay, as little as possible. There should be a NOT gate on this line.
C has 15 mins of delay. There should be a NOT gate before the clock.
Lines B and C should be put into a NOR gate which leads to the bomb.
This way, when the player steps on a pressure plate to start the level, they can trigger a non-re-settable RS-NOR latch who's output will be Input A.
When the player defuses the bomb by whatever means your creative mind seems fit, have it lead directly to that RS-NOR at the beginning.
I would suggest placing the RS-NOR about halfway between the starting pressure pad and the defuse-entity.
To actually turn this off you would just have a piston pushing the last repeater/whateverthehellyouused away. Rig it to a button or something. Your choice.
I am in the process of making an Adventure map which I will keep in the down low for now, but a part for it is a time bomb. S basically I need it to be able to make time changes to it, say make it blow up in 15 minutes or 30 minutes. Also I need it to be able t be activated and be able to be stopped. If someone could please tell me how I can make this :smile.gif:
Thanks!
~Rainbowninja999
1. A crap-load of repeaters
2. Moderate of free time
3. Lots of room
You basically need to delay the redstone signal as much as possible. Being the max delay of a repeater, which is 0.4 seconds, you're going to need about 375 repeaters for a 15-minute Time Bomb. I suggest World Edit while building this.
-Chibichuba
Hint: Obsidian and Bedrock.
Or just make two loops of ~34 repeaters to an 'AND'. Make one loop a tick shorter than the other, so it won't be true on the first pass. The loops will eventually sync up and make the AND gate true. If your gate isn't sensitive to the tick try reducing one side by 3 ticks.
There is probably some formula, but I imagine you could reduce the total repeaters by using more loops till you hit a minimum level per loop. It is easier to calculate the rough time to sync up if you use two loops. Use timings that are not a factor of each other like 136 tick (34 repeaters) * 135 tick (34 repeaters - one reduced a tick from full) = sync up ~18360 ticks = 1836 seconds = ~30:36 timer on 68 repeaters.
Example:
http://www.minecraftforum.net/topic/732064-5-minute-single-pulse-timer/page__p__9699141#entry9699141
edit:
15 minutes would be about 24 repeaters -- 96 tick loop racing with a 95 tick loop should sync at ~15:12.
Make a minecart fall through webs then hit a minetrack detector rail. You would have to see how long it takes the cart to get through one web though,then do the math. the detector rail would be wired to the tnt
Input A splits into two wires, B and C
B has very little delay, as little as possible. There should be a NOT gate on this line.
C has 15 mins of delay. There should be a NOT gate before the clock.
Lines B and C should be put into a NOR gate which leads to the bomb.
This way, when the player steps on a pressure plate to start the level, they can trigger a non-re-settable RS-NOR latch who's output will be Input A.
When the player defuses the bomb by whatever means your creative mind seems fit, have it lead directly to that RS-NOR at the beginning.
I would suggest placing the RS-NOR about halfway between the starting pressure pad and the defuse-entity.
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