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Raised Laser Relay Suggestions

Open LincoCompany00 opened this issue 5 months ago • 13 comments

Description of the feature

I have some suggestions for the raised laser relay item.

  1. It should use track platform raising logic, but with the 5-way rotation handle.
  2. Cube Type controls how high in a block it would be, so you can raise it by ¼ block units.
  3. It should be raised on a piston, kind of like track platforms.

Image

Why should this be implemented

These are my suggestions for this item.

Additional information

When placed on ceiling In Overgrown style (or potential Wheatley Style), it could be hanging down from a bunch of wires. Image

LincoCompany00 avatar Jul 07 '25 14:07 LincoCompany00

This was actually an old item, I never re-added it because I needed to figure out a good way to prevent them being fizzled by goo pits, if lowered into those. Not sure about the wires thing, one thing about destroyed items is you don't want to crease a situation where the puzzle would logically be unsolvable when "new", or would have extraneous elements. Unfortunately the 5-way handle is exceptionally hardcoded (it actually swaps into a second item hidden from the palette). The 8-way light strip or 6-way light bridge handle can be used instead, though the editor visuals are not quite correct:

Image

TeamSpen210 avatar Jul 07 '25 23:07 TeamSpen210

They could probably be hanging from cables in the Wheatley style, if it ever gets added; it makes sense to me, as it seems to me that he built test chambers without actually knowing if there's actually a solution to it.

It doesn't necessarily have to receive inputs to raise/lower it, right? The piston can be mostly decorational. Oh, and only ¼ or ½ blocks high in total, the receiver wouldn't be on a piston and just solid blocks.

Are you unable to alter the editor model at all? To me it's kind of fine if it's like that in your picture as long as you can tell it's status, position, and what item it is.

LincoCompany00 avatar Jul 08 '25 00:07 LincoCompany00

It would receive inputs yes, but we're able to have different variants enable if no inputs are provided. If we're adding it we might as well let you extend a full piston length, with cube type to fine tune. I can replace all the editor models, but the problem here is the movement handles won't be correct, and as you can see only the base gets offset which is a little wrong. It would probably be fine though, indeed you can tell everything important which is better than some other items.

TeamSpen210 avatar Jul 08 '25 00:07 TeamSpen210

Yeah. With the goo issue, can you place a prop_dynamic laser model and somehow configure it so something detects if there's a laser going though?

LincoCompany00 avatar Jul 08 '25 01:07 LincoCompany00

For preventing the relay from fizzling, you could probably just add a filter to all goo pit triggers. Or use VScript to intercept Dissolve and Kill inputs on it maybe...

vrad-exe avatar Jul 08 '25 01:07 vrad-exe

Yeah I've since realised a good solution, via filter_activator_context.

TeamSpen210 avatar Jul 08 '25 05:07 TeamSpen210

Couldn't you just use a filter_activator_class?

vrad-exe avatar Jul 08 '25 05:07 vrad-exe

Yes, but that's not extensible, you'd need a separate filter for any item which needs protection. This allows any entity to opt in.

TeamSpen210 avatar Jul 08 '25 05:07 TeamSpen210

I've got another idea: it would use the A/B inputs. —Input A switches the relay's height between the two different heights, like a normal piston platform. —However, Input B retracts the relay into the ground completely, similarly to the retractable pedistal button (the hole closing up just like the retractable pedistal button does)

LincoCompany00 avatar Sep 25 '25 20:09 LincoCompany00

Maybe it should just have a special height for the bottommost piston, retracting into the ground? Seems simpler, though you couldn't then go from 4 blocks to level with the ground. Input B seems odd, since if B was enabled A would then be non-functional.

TeamSpen210 avatar Sep 25 '25 22:09 TeamSpen210

Wasn't there an item in BEE2.2 that was literally like an AND gate where input B would disable input A

vrad-exe avatar Sep 25 '25 23:09 vrad-exe

Yep, intention was to make it easier to do chamber doors I think.

TeamSpen210 avatar Sep 25 '25 23:09 TeamSpen210

Oh also literally just funnels do that, if the funnel is disabled then the polarity input effectively does nothing until it's turned back on

vrad-exe avatar Sep 25 '25 23:09 vrad-exe