Comments (7)
I ended up playing around with the event a bit more and managed to get to to carry over the original pulse length:
https://i.imgur.com/3dG1mkR.gifv
I really like the option that you can specify how long it stays on though, so I'll try to keep that included!
from advancedrepeaters.
...carrying over the input duration.
Do you mean something like this? https://www.youtube.com/watch?v=K-LkWRT33-A
from advancedrepeaters.
Do you mean something like this? https://www.youtube.com/watch?v=K-LkWRT33-A
Yes!
A config option to toggle the functionality would probably be nice too, for those used to the old behavior :3
from advancedrepeaters.
Great
I'll try to make a PR over the day over the weekend.
As you already said, the bukkit redstone events aren't really good
I have one more idea I'll try.
from advancedrepeaters.
Okay. I've played around with different approaches for quite a while now. However, the BlockRedstoneEvent is fired everytime a signal comes in or the repeater changes his state to powered and it would require a lot more code and time for testing etc. to keep the actual input-duration. As an alternative I will open a PR that implements custom active-time defined in line 3 of the sign wich, in my opinion adds more customizability for the user. The approach I've tried in the video only worked with 0 durations and I have to admit I were a bit too optimistic to get it easily working with longer durations without the said amount of code and time.
EDIT: I hope there will be more detailed redstone events in the future ^^
from advancedrepeaters.
Great! Just an idea but you could check for valueOut > -1 as well as the config value you wanted to add. If no "active-time" is defined the input duration will be carried over if enabled in the config.
from advancedrepeaters.
79efa35: By far less code than I expected
Well I guess I got totally stuck with my approach on carrying over the signals
from advancedrepeaters.
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from advancedrepeaters.