How to use PSTN

  • detroit671
    25th Mar 2014 Member 0 Permalink

    Of all of the elements in tpt, I'm quite sure that its agreeable that PSTN is the hardest to work with. I am just wondering how I can use it (I.E. to move things, setting its stroke length, etc.)

  • greymatter
    25th Mar 2014 Member 0 Permalink
    @detroit671 (View Post)
    "When exposed to Pscn(SPRK) within it's unique conductive range Pstn extends "away" in the direction opposite to which it was sparked. Piston similarly retracts when exposed to SPRK coming from any conductive material EXCEPT Pscn. (in other words, it's not only NSCN that can retract Pstn, but also INST, TTAN, &etc.) The distance away from the side of the Piston that extends when Sparked by Pscn determines how far the Piston extends during that current cycle. the same can be said about how far it will retract, given it's Sparked by anything other than Pscn. When piston extends, it creates a new particle of PSTN, this particle is noticeably a different color than normal piston, as this piston has a life of 1. Piston can only retract other piston when it's life is 1(or, any number but 0) and when it's in direct contact with piston. Piston was made to be used with Frame. If you want to move horizontally more than one Pixel, then Frame must be used. To use Frame with Piston you must place Frame perpendicular to the side that extends.(or, at a 90 degree angle from.) Piston can push up to 29 Pixels of Frame, with up to 14 Pixels of Frame on either side.
    Piston can be layered similarly to energy particles, but because it's a solid that makes it much more stable. When Piston is layered, the total amount of PSTN layered appear to be added to the amount that the Piston extends (or retracts.) in other words, using the same amount of physical space, you can make PSTN extend or retract as much as you want. However it still succumbs to too much layering by turning into BHOL. so it can't be layered more than 6 times per pixel.


    The default TMP of Pstn is 0. when the tmp of Pstn is 0, it can push up to 30 Px. however if the tmp is altered to be 1 or greater, it can push x amount of pixels, where x equals the current TMP value. This can be very useful for when you want to push a great deal of pixels.

    The TMP2 value of Piston determines the maximum extension length of PSTN. When it's set to default (0) it can extend up to 255 Pixels. similarly to the TMP value, it will extend only one pixel if it's TMP2 value is 1, or x where x equals the current TMP2 value. This can be useful when you need the Piston to extend farther than it's default 255, or where you need it to stop at any given length.


    If the ctype of Pstn is for example DMND, and if the PSTN that extends comes into contact with DMND the Piston will cease to be able to extend, and will not retract the DMND if it is then retracted. This can be useful if you don't want certain types of elements to be pushed or pulled by the Piston, or if you want the piston to simply stop at a certain place. Needless to say it not only works with DMND but any given ctype. In fact while Diamond is indestructible, it's not immovable and thus, Piston can "destroy" diamond, by pushing it off-screen."

    From the Wiki.
  • Sandwichlizard
    25th Mar 2014 Member 1 Permalink

    here is a great tutorial save

  • detroit671
    29th Mar 2014 Member 0 Permalink

    Thanks. This will help

  • nijalninja98
    29th Mar 2014 Member 1 Permalink

    Of course i caould explain it a simpler. tmp sets how much it pushes. tmp2 sets how far it pushes. FRME is used with PSTN to push more. setting tmp of FRME to one means that nothing sticks to it. setting PSTN's ctype to BRCK (for example) means that it cannot push BRCK, and so on with other elements. simple enough?

  • detroit671
    8th May 2014 Member 0 Permalink

    @nijalninja98 (View Post)

     Best explanation there is...