Hey guys, if your setup isn't working, make sure you've deleted the false output that appears in the greater component. It's set to 0 by default, and there shouldn't be anything there!
I only use the "Reset when signal is recieved", I found that periscopes don't send a 0 signal. Cool tutorials, easy and fun for people who are trying to understand wiring in the game.
Oh hey! I made a system exacty like this about a year ago for my own sub, Brimstone. I definitely used more components to make mine so it's really interesting to see how I could have done it differently. Although granted I also added a few extra features to my version like the cameras only working if supplied with electricity and the currently selected camera blinking red to let the crew know they are being watched.
@@redcat9729 The "recording" light on the camera is just an invisible light on top of it hooked up to only be on while the camera is being used. The actual blinking can be done very easily in the light's property window in the editor, there are a few parameters that you can use to make the light flicker/blink at specified frequencies etc. which is all that I did.
@@redcat9729 One very easy way you could do it is to just have two lights stacked, one that blinks and one that doesn't, then toggle between them when you want to toggle the blinking. Alternatively, if you want only one light, then you could probably make use of the oscillator component set to pulse mode, which outputs a signal of 1 at a given frequency. If you connect it to the "toggle" input of a light it'll create the same kind of blinking.
It'd probably be easier to use a Wifi-component "Set Frequency" from the memory component, and wire the Periscope to it. Then you could just put 1-7 Wifi-components with the Cameras, instead of 14 Relays and Signal-checks. I don't know for certain though, I haven't tested it.
@@cookiemeth It's a good example of development in engineering. The goal is to make something only as complex as it needs to be by simplifying it overtime
I did this searchlights and during testing when I try to switch between lights there is a periscope output pop-up with a numeral value when I man the scope. Nothing I do changes the scopes view from the default #1 searchlight, no clicking or changing the value in the pop-up. What am I doing wrong?
last week I wanted to modify the R-29 since I love this sub, I wanted to be able to see the surfaces behind the sub to check for plants from time to time and the searchlights are too far forward to be able to see behind I reused a circuit I had seen in a tutorial just days before and modified a bit (from "Condition Monitor circuit" by the gaming nerd on youtube) using the video's second circuit but cutting out the regex/conc part, with only one wifi and using the periscope's "trigger out" instead of the oscillator's signal, going through a delay before going to the adder component at first it didn't work and I was wondering why the first memory component was increased by 61 every tick until I realised the periscope is on toggle mode interesting to see another way to do that, I was too lazy (dumb) to come up with a way to get it into multiple relays after seeing the R-29 just using two relays and a not, my brain went with repurposing something I already used lol
I spent a few minute debugging, cuz my text display always output 0, and flickers when leftclick trigger. Remember to set the "False output" of the Greater component from "0" to nothing.
Cool guide but very inefficient. One could do the same thing better with a greater than component, two memory components, an adder component, a delay component, and a wifi component per each camera plus one for the periscope. Just have the memory stored by the counting circuit set the channel of the periscope’s wifi component and use the greater than component to reset the count to one after it exceeds the number of cameras. Furthermore one could also save time by having a camera wired to a wifi component as an item assembly and just spam em down wherever (remember to set each one to a unique channel however!)
at 4:24, your instructions say Trigger, but you really mean (and the video shows) Position also as @xFlorchan has stated below, the Greater component must have a null output for false.
this used to be such a useful staple feature of legacy barotrauma BTE, its a shame it never got implemented in any way D: would love to play as captain and NOT have to run around the entire ship to spot a crawler, would rather check the cams from the security of my room
Проверь, от большего кол-во преобразователей сонара качество в пульте управления улучшится? + глушитель сонара можно сделать с помощью одного растения, гипотетически
Do you know if its possible to like press a switch and then the cameras cycle backwards? So you don't have to go through all cameras to simply view the previous camera?
@@InitialDesu I tried making it so the first memory component output is simply multiplied with -1 when a switch is activated but it became weird. How exactly would you wire this?
I got it to work, even so that you dont have to exit the camera to change cycle direction. Simply put your cursor on one side of the screen or the other to decide direction. Thanks for the video and help!
i took a completely different approach for mine then again, my camera network was directional, and would swap to the next camera in the direction you were looking at instead of just cycling
@@eggknob It's uh, on the workshop. 'simple infinite camera network' iirc. tldr is regex black magic to detect which cardinal direction you are looking in, and then making a grid array from there.
i wonder if this can still work in the Circuit Box. i mean, there are several signal_in tabs you can wire, so maybe? though my noob, wiring brain can't figure out how it would work.
If I'm trying to set it up with the searchlights instead of cameras, how much of the circuit would have to change? I just built it out but the lights only move upon clicking instead of swapping between them.
Наткнулся на видео случайно, но оно очень помогло, премного благодарю) А ещё, вы не знаете как сделать двери которые может открыть только предатель? Спасибо за просмотр моего комментария)
Just Look for the Item assembly DVR set of cameras in workshop. Are the same as the video but alredy bult you just have to place the camera and use it.
For some reason when using this method I can not get it to swap between more than two cameras. When doing seven it locked into the a single camera and would not swap. Any advice? I was thinking of trying the wifi components suggestion set 1-7 instead of signal checks and the relay. But what relay should it be? The first one to me seems to be like a counter that goes up by one and then....as I was typing this out I figured out my issue. Forgot to set the second memory unit to a higher value as I increased the cameras. Now I just need to figure out how to make the search lights for the exterior ones come on when they are viewed! And if possible how to move the searchlight :D!
OK I GOT!! The greater component, came with a false value of 0 so instead of outputting nothing it was outputting 0 and it was messing up the Fisrt Memory component
@InitialDesu I found the issue, when you hook up the periscope the the multiplier relay you subtitle that the Trigger_Out goes to the relay but you wire the Position_Out to it instead. I had read the subtitles when doing the wiring so I had wired in the Trigger to the Camera Relay
Hey InitialDesu, I have a question for you. Is it possible to create a light array that could track PLAYER locations? Like by ID tags or something? I'm dying to know when my Away Team is ACTUALLY back aboard because boy will they not tell me.
You could put a motion detector by the airlock to notify you every time anyone leaves, wouldn't at all be perfect but it'd be better than nothing. I *very strongly* doubt there is any way to do exactly what you described without making a mod for it. There are no built-in systems for tracking the position of an entity or identifying an entity as anything more descriptive than "human" or "creature".
You can give them activated sonar beacon, so you will always see diving team on sonar. You can create a screen of light components, wire them with motion detectors (set them to detect players), this will give you understanding where you team are.
I think it's worth mentioning in case you go with the second method Desu mentioned that-unless they were fixed recently-motion detectors can have a surprisingly large impact on performance. Making grids of detectors is known to very quickly tank fps. So the less you can get away with using, the better.
@@leechesg Okay, it should be doable, but problem is that you cant place cameras outside sub editor, so more cant be added. Maybe some mod can fix that?
Thank you, it is working amazing for my sub now. I encountered some wired problems turing the test, which include not working, skip, and huge delay between switching. However, it works properly after I reload the sub editor and rewire it again. I guess the problems is caused by RAM isusses or some other reason when you stay in editor game mode too long.
Is there a reason you round the signal from the trigger? I made a 4x camera circuit using just relays and delays - a year or so ago - and now it doesn't work. I'm trying to figure out why :/
hey, I have 17 cameras and it cycles through the initial 17 fine, but once it reaches back to 1 it won't cycle any more, and it stays there. is that just a me issue? anybody have a fix?
Hey guys, if your setup isn't working, make sure you've deleted the false output that appears in the greater component. It's set to 0 by default, and there shouldn't be anything there!
You deserve an award. Thanks a lot I was wondering what I forgot since it wasnt working
Ты лучший! У меня ничего не работало без тебя
(You are the best! I couldn't have done anything without you)
save me, well played!
thank youuuuuuuuu so much
man, idk who are u but i love u
I only use the "Reset when signal is recieved", I found that periscopes don't send a 0 signal.
Cool tutorials, easy and fun for people who are trying to understand wiring in the game.
Oh hey! I made a system exacty like this about a year ago for my own sub, Brimstone. I definitely used more components to make mine so it's really interesting to see how I could have done it differently. Although granted I also added a few extra features to my version like the cameras only working if supplied with electricity and the currently selected camera blinking red to let the crew know they are being watched.
is there a way you could show how you made the camera blinking?
@@redcat9729 The "recording" light on the camera is just an invisible light on top of it hooked up to only be on while the camera is being used. The actual blinking can be done very easily in the light's property window in the editor, there are a few parameters that you can use to make the light flicker/blink at specified frequencies etc. which is all that I did.
@@jcdenton9614 is there a component I can use to make the light only flicker when the camera is being used
@@redcat9729 One very easy way you could do it is to just have two lights stacked, one that blinks and one that doesn't, then toggle between them when you want to toggle the blinking. Alternatively, if you want only one light, then you could probably make use of the oscillator component set to pulse mode, which outputs a signal of 1 at a given frequency. If you connect it to the "toggle" input of a light it'll create the same kind of blinking.
The invisible display on monitor is a flex.
Thank you! Your delay circuit to filter the periscope input was exactly what I needed.
This was PAINFULLY slow and tedious to make, but it works like a charm. Thank you!
for some reason I cant switchhbetween cameras
It'd probably be easier to use a Wifi-component "Set Frequency" from the memory component, and wire the Periscope to it. Then you could just put 1-7 Wifi-components with the Cameras, instead of 14 Relays and Signal-checks. I don't know for certain though, I haven't tested it.
You're probably right. Another proof that such schemes can always be made easier, you just need to think about it.
@@cookiemeth It's a good example of development in engineering. The goal is to make something only as complex as it needs to be by simplifying it overtime
Great, now we have security room for playing Among Us, i mean Traitor.
I hope you mean TTT)
This has been phenomenally helpful. I'm amazed how you can produce such quality content.
я ждал этого 1000! НЕТ, 5000 ЛЕТ. я ждал этого видео. дождался.СПАСИБО
Thank you! I used this to adapt a multi-turret system with a button!
Thank god I found this video! Wasn't sure how to implement this lol
I would love it if you could do a EK gunnery video, or a video that is a big overview of EK.
I did this searchlights and during testing when I try to switch between lights there is a periscope output pop-up with a numeral value when I man the scope. Nothing I do changes the scopes view from the default #1 searchlight, no clicking or changing the value in the pop-up. What am I doing wrong?
last week I wanted to modify the R-29 since I love this sub, I wanted to be able to see the surfaces behind the sub to check for plants from time to time and the searchlights are too far forward to be able to see behind
I reused a circuit I had seen in a tutorial just days before and modified a bit (from "Condition Monitor circuit" by the gaming nerd on youtube) using the video's second circuit but cutting out the regex/conc part, with only one wifi and using the periscope's "trigger out" instead of the oscillator's signal, going through a delay before going to the adder component
at first it didn't work and I was wondering why the first memory component was increased by 61 every tick until I realised the periscope is on toggle mode
interesting to see another way to do that, I was too lazy (dumb) to come up with a way to get it into multiple relays after seeing the R-29 just using two relays and a not, my brain went with repurposing something I already used lol
Suggestion: quick breakdown on new melee weapons. Lets figure out whats the most op stuff rn
I spent a few minute debugging, cuz my text display always output 0, and flickers when leftclick trigger.
Remember to set the "False output" of the Greater component from "0" to nothing.
Cool guide but very inefficient. One could do the same thing better with a greater than component, two memory components, an adder component, a delay component, and a wifi component per each camera plus one for the periscope.
Just have the memory stored by the counting circuit set the channel of the periscope’s wifi component and use the greater than component to reset the count to one after it exceeds the number of cameras. Furthermore one could also save time by having a camera wired to a wifi component as an item assembly and just spam em down wherever (remember to set each one to a unique channel however!)
이것은 정말 유용한 정보다.
at 4:24, your instructions say Trigger, but you really mean (and the video shows) Position
also as @xFlorchan has stated below, the Greater component must have a null output for false.
this used to be such a useful staple feature of legacy barotrauma BTE, its a shame it never got implemented in any way D:
would love to play as captain and NOT have to run around the entire ship to spot a crawler, would rather check the cams from the security of my room
Do you have chanel where you play Barotrauma, Squad etc. speaking your foreign language?
Currently no, this is my only channel
Проверь, от большего кол-во преобразователей сонара качество в пульте управления улучшится? + глушитель сонара можно сделать с помощью одного растения, гипотетически
Хмм, с глушителем интересная идея
Глушитель сонара? Кто вы и зачем вы говорите такие сложные вещи=D? А если серьезно, как ты это представляешь?
@@engeerror8161 В игре есть растение которое делает помехи сильные на сонаре
@@user-xx4nk3qt7o это я знаю, сонарная флора. Она собственный сигнал оставляет на сонаре. Ты предлагаешь ее на корабль поставить?
Дуже класний гайд) Слава Україні!
Радий що вам сподобалось)
Thank you for this
Do you know if its possible to like press a switch and then the cameras cycle backwards? So you don't have to go through all cameras to simply view the previous camera?
I think it is possible, maybe it will work if substract 1 from current camera number instead of adding like shown in video
@@InitialDesu I tried making it so the first memory component output is simply multiplied with -1 when a switch is activated but it became weird. How exactly would you wire this?
I got it to work, even so that you dont have to exit the camera to change cycle direction. Simply put your cursor on one side of the screen or the other to decide direction. Thanks for the video and help!
是是,我知道,觸發器、轉換頻道、連接訊號的組件
該死的,我就是被當了才沒再碰這些電子邏輯,真的很頭疼啊
i took a completely different approach for mine
then again, my camera network was directional, and would swap to the next camera in the direction you were looking at instead of just cycling
how did that work?
@@eggknob It's uh, on the workshop. 'simple infinite camera network' iirc.
tldr is regex black magic to detect which cardinal direction you are looking in, and then making a grid array from there.
@@comet.x yay ty ty
Love this as always.
Thanks, glad that you like it
i wonder if this can still work in the Circuit Box. i mean, there are several signal_in tabs you can wire, so maybe? though my noob, wiring brain can't figure out how it would work.
If I'm trying to set it up with the searchlights instead of cameras, how much of the circuit would have to change? I just built it out but the lights only move upon clicking instead of swapping between them.
what button are you pressing to switch cameras
why mine cant switch between cameras?
is it still work for the new update?
@@ntpking5034 have you changed the deafult false output in the greater component from 0 to nothing?
@@xFlorchan oh yeah mine was 0 at the false output and delete 0 fix the problem thx
Great!
Наткнулся на видео случайно, но оно очень помогло, премного благодарю)
А ещё, вы не знаете как сделать двери которые может открыть только предатель? Спасибо за просмотр моего комментария)
Just Look for the Item assembly DVR set of cameras in workshop. Are the same as the video but alredy bult you just have to place the camera and use it.
good tutorial
For some reason when using this method I can not get it to swap between more than two cameras. When doing seven it locked into the a single camera and would not swap. Any advice? I was thinking of trying the wifi components suggestion set 1-7 instead of signal checks and the relay. But what relay should it be? The first one to me seems to be like a counter that goes up by one and then....as I was typing this out I figured out my issue. Forgot to set the second memory unit to a higher value as I increased the cameras. Now I just need to figure out how to make the search lights for the exterior ones come on when they are viewed! And if possible how to move the searchlight :D!
Бля, я пока ждал от тебя это видео уже сам сделал эту хрень, уже как пол года назад
how would we use this with turrets?
I tried this tuto with the new Circuit box from Treacherous Tides Update and it doesn't work :/
I tried it without the new Circuit Box and it still didn't work.... and I have no idea what im doing wrong I've checked the turorial 5 times
OK I GOT!! The greater component, came with a false value of 0 so instead of outputting nothing it was outputting 0 and it was messing up the Fisrt Memory component
its not workin
Question. How do you get it to flip between cameras? I can only look through the first one?
Left click
@@InitialDesu I must have wired something wrong then because that doesn't work. I'll have to go through it again
@InitialDesu I found the issue, when you hook up the periscope the the multiplier relay you subtitle that the Trigger_Out goes to the relay but you wire the Position_Out to it instead. I had read the subtitles when doing the wiring so I had wired in the Trigger to the Camera Relay
@@jarnol2163 Right, I see this issue. Is system working now?
Yep, after I changed the 2 wires from Trigger_Out to Position_Out it worked perfectly
Hey InitialDesu, I have a question for you. Is it possible to create a light array that could track PLAYER locations? Like by ID tags or something? I'm dying to know when my Away Team is ACTUALLY back aboard because boy will they not tell me.
You could put a motion detector by the airlock to notify you every time anyone leaves, wouldn't at all be perfect but it'd be better than nothing. I *very strongly* doubt there is any way to do exactly what you described without making a mod for it. There are no built-in systems for tracking the position of an entity or identifying an entity as anything more descriptive than "human" or "creature".
You can give them activated sonar beacon, so you will always see diving team on sonar. You can create a screen of light components, wire them with motion detectors (set them to detect players), this will give you understanding where you team are.
I think it's worth mentioning in case you go with the second method Desu mentioned that-unless they were fixed recently-motion detectors can have a surprisingly large impact on performance. Making grids of detectors is known to very quickly tank fps. So the less you can get away with using, the better.
Chaingun
Git gud
Nice work on the wiring series, thanks to you I found a love for logic systems.
Is it possible to wire this outside of the sub editor, using a periscope that's already connected to an external camera for example?
I think it can be possible in some cases... If wiring is unlocked on periscope and cameras.
@@InitialDesu I think I'll test this on the Orca, it has a camera periscope already so I'm very curious if this is doable on a vanilla sub
@@leechesg Okay, it should be doable, but problem is that you cant place cameras outside sub editor, so more cant be added. Maybe some mod can fix that?
@@InitialDesu А разве тот мод позволяет ставить и камеры?
Weird, someone literally did this yesterday on the orca 2 on a server I play on.
Thank you, it is working amazing for my sub now.
I encountered some wired problems turing the test, which include not working, skip, and huge delay between switching.
However, it works properly after I reload the sub editor and rewire it again.
I guess the problems is caused by RAM isusses or some other reason when you stay in editor game mode too long.
Homing torpedo with a nuclear warhead, or not a torpedo but a kamikaze submarine 🤔
oh ho ho, putting this on my barsuk will be fun!
Nice as always, mb try to show how to build different drones?
Is there a reason you round the signal from the trigger?
I made a 4x camera circuit using just relays and delays - a year or so ago - and now it doesn't work. I'm trying to figure out why :/
hey, I have 17 cameras and it cycles through the initial 17 fine, but once it reaches back to 1 it won't cycle any more, and it stays there. is that just a me issue? anybody have a fix?
nevermind! i just needed to pay attention to the setup properly, I forgot to add the second greater than signal