So basically...if you place anything it takes the place of the ember because it doesn't exist anymore on the screen but is still running in the code. So what if...
Lui9: so, how would that work? The sensor only sends a spark when it finds something, and then sends no spark when it doesn't. The alarm continues to be set off, but the text only stays lit up when there is still something that has been drawn on the screen.
here is the explanation I told to cj646464 (slightly modified): Each element gets it's own id (the number you see after the # in the HUD), and they are updated in order (from id 1 to id 235008 or however many are taken). My save has id's up to 4279 filled, but ID 10 (the initial EMBR) disappears right away. Normally, the CLNE, id 4, makes the EMBR. Then id 10 (the EMBR) is updated and disappears. The DTEC is ID 13 and by then the EMBR is gone. When you draw something, id slot 10 is filled by something else. So the CLNE makes the EMBR, but the DTEC is updated before the EMBR is, so it still exists by that time. Then, it sets off the alarm. The EMBR which has some larger id disappears again later, but by then it has been detected already.
after looking at it the only thing i figured out is that the embr doesn' turn it on cause it is deactivated at the beginning and reactivated by a delay. I can not figure out why the metal parts attached to the delay heat up to 500 and stop and cool down when electrified but continue to heat up after that, nor can i figure out how the detector system works...
Arrg... This is why i like visible eletronics, i can figure out how they work XD. I know nothing of particle order and stuff, so my mind is blown by these sensors :D
Could you make the "Somthing was drwn" sign go into a rsnor latch? if you can thx
however, naturally this little trick does't work with walls
The hidden thing works anywhere, but the reason it is there is to stay hidden.