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Freeze is one of the most valuable functions of Signal Manipulators for me. One of the main ways I use it is by providing a signal to the Freeze input that stays on most of the time. Then, to update the frozen value, I use a negative pulse (this is turning off the Freeze input signal for 1 frame, then turning it back on the next frame).
There is a downside to this, which can cause bugs with other logic (post SM) if it's not not accounted for. When you unfreeze for 1 frame, the Value being output from the SM will be active for 2 frames. This is because it updates the value in both the unfreeze frame, and the same frame as the Freeze being turned on.
If I only want to store the value which was being input to the SM during the frame it was unfrozen, then usually I use a setup with a frame delay and a pre-input Node, both connected to the main SM input. During the unfreeze frame, power the frame delay for 2 frames, then depower the Node during the 2nd frame. That will ensure you update the SM output only to the value received during the unfreeze.
What I'm suggesting here is to add new functionality to Signal Manipulators, which will supersede the slightly convoluted setup that I described in the previous paragraph, and save gameplay thermo.
The way I'm envisioning this new feature to work is to add a new SM input next to the Freeze input, called 'Update Freeze', or something similar. It will function when the Freeze is turned on, either toggled on in Edit Mode, or frozen by a signal from a wire. Freeze Update will look for a rising edge of an input signal (generally the frame where a wire signal changes from 0 to something > 0). In the same frame, the value being output from the SM should change to the input value, despite the Freeze still being turned on.
The 'Update Freeze' input will have no functionality if Freeze is not turned on. However, there could be an Edit Mode Toggle, similar to the Freeze toggle so it could be activated by a Keyframe.