I've tried a couple of times to try to get this () to work on MCX360 with no luck. It may be a lost cause, but has anyone ever been successful at building an inch-worm style piston-based elevator?
One thing I've noticed is that a 1-tick pulse sometimes seems too fast for a sticky piston to retract a block, so the pulse used in the video doesn't seem to work quite right on the 360. I've also noticed that either the timing on the 360 isn't quite right, or using a sequence of 1-tick repeaters as an "oscilloscope" doesn't quite work (what's supposed to be a 1-tick pulse looks to take 2-ticks (two repeaters are lit at the same time for the "pulse"), or the FPS on the Xbox isn't sufficient to keep up with the pulse (I often see the pulse seem to skip repeaters in the "oscilloscope").
I've been thinking about lengthening the pulse and the delays between pulses for a slower elevator, but I still can't seem to get the concept to work.
Is this a lost cause, or has anyone else ever been successful at this on the 360 version?
I did something like this in the horizontal direction, although I hooked it to a clock cycle that I could turn on/off, so i didn't need the buttons. But it was working fine on a 4 tick delay... I was going to try and back it off to see if I could get it moving faster, but hadn't gotten around to it yet.
One thing I've noticed is that a 1-tick pulse sometimes seems too fast for a sticky piston to retract a block, so the pulse used in the video doesn't seem to work quite right on the 360. I've also noticed that either the timing on the 360 isn't quite right, or using a sequence of 1-tick repeaters as an "oscilloscope" doesn't quite work (what's supposed to be a 1-tick pulse looks to take 2-ticks (two repeaters are lit at the same time for the "pulse"), or the FPS on the Xbox isn't sufficient to keep up with the pulse (I often see the pulse seem to skip repeaters in the "oscilloscope").
I think you're right, I've noticed that sticky pistons tend to shake blocks off if the pulse tick is too fast on the 360, not sure what is optimal, but I think you are going ot need more than a 1 tick pulse for the sticky piston to perform the required pull function.
I think you're right, I've noticed that sticky pistons tend to shake blocks off if the pulse tick is too fast on the 360, not sure what is optimal, but I think you are going ot need more than a 1 tick pulse for the sticky piston to perform the required pull function.
Actually it does this on the PC as well. A 1 tick pulse will always cause sticky pistons to 'push' the block in a similar style to regular pistons, and won't 'retract' it.
I was finally able to get the timing right for the inch worm, only to run into a glitch where you fall through the piston as it extends. So close, yet so far.
I may try slowing it down to see if the game just needs time to catch up.
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One thing I've noticed is that a 1-tick pulse sometimes seems too fast for a sticky piston to retract a block, so the pulse used in the video doesn't seem to work quite right on the 360. I've also noticed that either the timing on the 360 isn't quite right, or using a sequence of 1-tick repeaters as an "oscilloscope" doesn't quite work (what's supposed to be a 1-tick pulse looks to take 2-ticks (two repeaters are lit at the same time for the "pulse"), or the FPS on the Xbox isn't sufficient to keep up with the pulse (I often see the pulse seem to skip repeaters in the "oscilloscope").
I've been thinking about lengthening the pulse and the delays between pulses for a slower elevator, but I still can't seem to get the concept to work.
Is this a lost cause, or has anyone else ever been successful at this on the 360 version?
I think you're right, I've noticed that sticky pistons tend to shake blocks off if the pulse tick is too fast on the 360, not sure what is optimal, but I think you are going ot need more than a 1 tick pulse for the sticky piston to perform the required pull function.
Actually it does this on the PC as well. A 1 tick pulse will always cause sticky pistons to 'push' the block in a similar style to regular pistons, and won't 'retract' it.
I may try slowing it down to see if the game just needs time to catch up.