How do you make constant sprk with conv?

  • Solstice
    6th May 2014 Member 0 Permalink

    Hey guys, I'm having some trouble creating constany sprk using conv-based technology, i can create the constant spark, but it won't load in a save, if someone could please explain how to overcome this issue, it would be greatly appreciated and they would be credited with it in my upcoming project. Thanks guys,

    ~Solstice

  • boxmein
    6th May 2014 Former Staff 0 Permalink
    Constant sparks are a weird glitch that doesn't usually happen anyway, It probably is also directional. So I suggest you to experiment with placing the metal particle around the CONV and just hoping for the best.
  • Solstice
    7th May 2014 Member 0 Permalink

    @boxmein Well that's disappointing lol, thanks for that information though.

  • mecha-man
    7th May 2014 Member 0 Permalink

    First must be the metal (METL, PSCN, NSCN, TTAN, IRON work best) then the CONV then the BTRY. This makes it so that TPT simulates the metal's effect (For Example: Using ARAY) first, then the CONV turns the SPRK back into the base metal, then the BTRY spark the the metal again and the loop repeats.

     

    An example: Constant BRAY

    (P=PSCN, A=ARAY, C=CONV, B=BTRY, -=BRAY)

      PA-------------------------------------------------------

    C

        B

     

  • PTuniverse
    7th May 2014 Member 0 Permalink

    Make sure the ID of the elements is PT-friendly. A PT-friendly stamp is when all the particles from upper right to lower left has a regular ID flow, like: 0, 1, 2, 3, 4, 5, 6.

     

    If a stamp is not PT-friendly (0, 3, 2, 1, 6, 4), upon restarting PT, the stamp will be permanently converted to PT-friendly style (0, 1, 2, 3, 4, 5), most likely messing up the mechanics on which the constant spark runs on.

     

    (And before you argue: Yes, it is possible to gap the ID: Just make up to 7 particles and delete the one with ID#5.)

    Edited once by PTuniverse. Last: 7th May 2014
  • mecha-man
    7th May 2014 Member 0 Permalink

    Atually it goes left->right then top->bottom. So farthest left on the highest row is 0 and farthest right on the bottom row has the highest ID.