Defensive Mode (Battle Bunker)

Type: Assembly brain
Level: not in gallery
Pages: various props
Description: This collection of brains creates a defensive mode for the Battle Bunker Assembly. You push a button and the Bunker goes into defensive mode and shuts all the doors, opens the window, and turns off the flashing red light over the buttons.

Kode

The assembly includes:

Battle Bunker – Front Half
Battle Bunker – Back Half
Battle Bunker – Half Roof
Battle Bunker – Floor Panel (x2)
Lightbulb (colored red) (x2)

The items above contain this kode

  1. WHEN [once]
  2. …WHEN DO [IWP:Bunker Control][objset:Bunker Parts][increment by][me]

This puts all the active parts into an object set to be used in the Bunker Control logic cube.

Defensive Mode Button (x2)

contains this kode

  1. WHEN [once]
  2. …WHEN DO [IWP:Bunker Control][objset:Bunker Parts][increment by][me]
  3. WHEN [distance to][player][less than][1]
  4. …WHEN [interacted] DO [toggle][IWP:Bunker Control][boolvar:defensive mode] // when interacted this button will turn defensive mode on/off

Doors (x2)

Have this kode

  1. WHEN [distance to][player][less than][2.5]
  2. …WHEN [interacted] DO [toggle][has power] // interact to open door

Bunker Control

This logic cube contains this kode

  1. WHEN [started to][boolvar:defensive mode]
  2. …WHEN [IWP:left bunker door][has power] DO [IWP:left bunker door][power off]
  3. …WHEN [IWP:right bunker door][has power] DO [IWP:right bunker door][power off]
  4. …WHEN [for each of][objset:Bunker Parts] DO [toggle][it][has power]
  5. WHEN [no longer][boolvar:defensive mode]
  6. …WHEN [for each of][objset:Bunker Parts] DO [toggle][it][has power]

Alterations

The problem with this assembly is to me it makes very little sense. The blast shield on the windows should be put up in defensive mode rather than taken down, and the little flashing red light is not enough of a defensive mode for me, so here are a few improvements. This will close the blast doors, play a siren and create a flashing red warning light.

You will need to unglue the battle bunker so you can get to the brains.

Go into the properties of the Battle Bunker Front Half and turn power to on. This will open it up.

Add a speaker gizmo and change its power to off. Add this kode

  1. WHEN [once]
  2. …WHEN DO [IWP:Bunker Control][objset:Bunker Parts][increment by][me]
  3. WHEN [has power]
  4. …WHEN [duration][4] DO [play sound:][sound:Alarm Car Warning Loop 02][everywhere]

Move one of the lightbulbs next to the buttons to the middle of the room, delete the other.  Increase the range and intensity of the light so it makes the room red. Turn the power to off.

 

 

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