I am making an adventure map with lots of puzzles and I am stumped on how to make this. Here is my challenge for you!
A player presses a single button.
On press 1, light A lights up for a second.
On press 2, light B lights up for a second.
On press 3, light C lights up for a second.
On press 4, light D lights up for a second.
On press 5, light E lights up for a second.
Now, on press 6, the cycle repeats, so...
On press 6, light A lights up for a second.
On press 7, light B lights up for a second.
etc.
Instead of lights, the way that I'm actually going to be implementing this is utilizing structure blocks to load an animations of a rotating room. Each button press loads a 6 frame animation, 12 degrees rotation per frame, for a total of 72 degrees rotated per button push. That means once the button is pushed 5 times, the room will have rotated 360 degrees, so the next button press starts the cycle again.
If anyone needs clarification I will be happy to provide it.
More than willing to make you a special easter egg in the adventure map this is used in if you come up with a solution!
Try an RS NOR latch with input from button changing the state of the RS NOR. On the side with power run red stone into a repeater that's powering another repeater from the side LOCKING the input from the button. When the RS NOR changes state the repeater will de power unlocking the redstone to the next RS NOR. Rinse and repeat as many times as you need. Run your input to the screen changer thing you said from the unpowered side of the RS NOR. On the final button press run a line from the unpowered side of the last RS NOR to reset the whole system.
You can do this with command blocks by using clone commands to move a block of redstone from input to input (one command block move the whole space one block to the right, moving the block of redstone to a new input, and a second command block moves the "overflow" back to the beginning). FIll up the extra moved space with stone or something to avoid light changes.
You can do this in survival by building a loop of hoppers disabled by powered redstone dust on top. Each time you press the button, a pulse limiter lets the redstone dust turn off briefly allowing an item to move one hopper.
I made sequential output mechanism that id be happy to share my design of, but youd have to modify it a little, as I made it to have latching outputs that all reset at the end of the cycle. I'll snap a picture of a diagram I made on graph paper later.
Hey!
I am making an adventure map with lots of puzzles and I am stumped on how to make this. Here is my challenge for you!
A player presses a single button.
On press 1, light A lights up for a second.
On press 2, light B lights up for a second.
On press 3, light C lights up for a second.
On press 4, light D lights up for a second.
On press 5, light E lights up for a second.
Now, on press 6, the cycle repeats, so...
On press 6, light A lights up for a second.
On press 7, light B lights up for a second.
etc.
Instead of lights, the way that I'm actually going to be implementing this is utilizing structure blocks to load an animations of a rotating room. Each button press loads a 6 frame animation, 12 degrees rotation per frame, for a total of 72 degrees rotated per button push. That means once the button is pushed 5 times, the room will have rotated 360 degrees, so the next button press starts the cycle again.
If anyone needs clarification I will be happy to provide it.
More than willing to make you a special easter egg in the adventure map this is used in if you come up with a solution!
Try an RS NOR latch with input from button changing the state of the RS NOR. On the side with power run red stone into a repeater that's powering another repeater from the side LOCKING the input from the button. When the RS NOR changes state the repeater will de power unlocking the redstone to the next RS NOR. Rinse and repeat as many times as you need. Run your input to the screen changer thing you said from the unpowered side of the RS NOR. On the final button press run a line from the unpowered side of the last RS NOR to reset the whole system.
Xbox One GT
ap5yc401989
You can do this with command blocks by using clone commands to move a block of redstone from input to input (one command block move the whole space one block to the right, moving the block of redstone to a new input, and a second command block moves the "overflow" back to the beginning). FIll up the extra moved space with stone or something to avoid light changes.
You can do this in survival by building a loop of hoppers disabled by powered redstone dust on top. Each time you press the button, a pulse limiter lets the redstone dust turn off briefly allowing an item to move one hopper.
I made sequential output mechanism that id be happy to share my design of, but youd have to modify it a little, as I made it to have latching outputs that all reset at the end of the cycle. I'll snap a picture of a diagram I made on graph paper later.
Thanks! I've had this finished for some time now but your ideas all work