Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Because you're epic
The way we used to have randomized signals is bat-shit-insane xD
A SpawnCannon aimed at a wall, and if it spawns a bouncy item the signal is triggered
Takes wire signal for input and broadcasts it to selected radio channel.
Broadcasters can come with already attached buttons, with a tick-able option for every direction (8 of them, like Springs) allowing for 1 Broadcaster to have 0, 1 or up to 8 buttons (the tick-able options should come in "Buttons" subcategory of Broadcaster placeable entity properties).
**WirelessReceiver** (Class: WirelessSolutions)
Receiver taking for input radio signals on selected channel and outputting wire signals.
Does your Wireless solution come with Multicast channel? If not, it could be easily added I think.
Signal broadcasters and receivers that would work on channels ranging from -1 to 99,
where -1 would be a multicast to all receivers, ignoring their receiving channel setup, and 0 would be the default value. Level designer sets the channel on which every utility is supposed to work on. Additionally, the graphical outline for Broadcasters and Receivers could change depending on channel selection on a rainbow spectrum, or the channel number could be displayed on its little screen.
Both appear behind blocks, like Portals, Springs or Spikes.
Cause that Wireless is like 1:1 from that list