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A forum post by thebiv

I'm, finally, starting to dig deep into logic and I've run into a couple stumbling blocks.

1. What do you use for a battery on timelines now? I did a search on this and couldn't really find the answer.

I need something on a timeline to trigger the "next" on a selector.

What I'm currently using is a Keyframe/Counter combo, but that seems like two logic bits where there should just be one. Am I missing a tool?

2. How do you set a selector to start on an option other than "A"? Maybe I'm just blind, but I'm not seeing the option.

3. This one is a bit more complex. I'm trying to make a sword that retracts and extends with a single button. I'm having to figure out or "invent" the logic as I go. I've sure learned a lot through trial and error. :)

I have the two animations set up, they work fine.

Extended is the default state.

In the first Animation(AR), it goes through four keyframes. Extended (KX), Section One (KS1), Section Two (KS2), Retracted (KR). That is followed by a Keyframe (KST1) that resets the timeline. (Keyframe triggers a counter(CR1), counter triggers a short timer(T1) that resets the Timeline) The timeline extends slightly longer than the last keyframe so nothing on the timeline remains active.

I have a Keyframe(KZ) that triggers at the same time as the "Retracted" Keyframe (KR) on the timeline. This is part of my Keyframe/Counter(C1) combo that advances a Selector(S1) to "B". "B" is attached to a duplicate of "Retracted (KRdup)" so the sword stays retracted, regardless of the current state of the timeline.

The second animation(AE) is, obviously, a reverse of the first, Retracted (KR), Section Two (KS2), Section One(KS1), Extended(KX), with the reset keyframe(KST2) at the end. I have a duplicate of Keyframe(KZ) that triggers right at the beginning, switching the Selector(S1) back to "A" and ceding control to Animation(AE). I don't need a "constant" keyframe [Like (KRdup)] at the end since extended is the default.

I have wired SQUARE of a controller sensor to an "AND" gate. I don't want one animation to trigger while the other one is still underway. I have another Keyframe(KY)/Counter(C2) combo wired into a Selector(S2). "A" is wired to the second input of the "AND" gate. Keyframe(KY) is placed at the beginning and end of Animation(AR). So when the animation starts, the Selector(S2) is switched to "B", disabling the "AND" gate until the end of the timeline triggers that Selector(S2)again, switching it back to "A". I repeat this step on Animation(AE).


But this is where I'm stuck. I know the "AND" gate needs to be wired into, I assume, a splitter that is wired to the two animations. What I can't figure out is what to put between the splitter and the animations to select which one to activate. Maybe an addition "AND" gate on each one? But I'm not sure where to source the signal to complete these gates.

I know this is convoluted, so I included a diagram to make it easier.

Any advice would be great.

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