I've had a crack at what I think you were trying to achieve - see the
converted text below (instructions in comments).
From your own reasoning, the "spinning" tunnel - T(0) - can really
only have one entrance and one exit so that you don't have to keep
filling up 4 tunnels in order to put a waiting-to-teleport AT on the
5th. The tunnels T(1) to T(4) then must go N, E, W, S of it.
Obviously some arrangement of mirrors and ATs is required to shoot
the "right" AT into the "right" tunnel.
My attempt is a little crude but works. Unfortunately it's a little
slow because of the requirement to keep feeding the next AT into the T
(0) entrance, and the unavoidable time it takes for shots to travel
the necessary distances.
Anyway, have a play with it.
Regards
Mark (Secret Squïrrel)
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--- In [email protected], "Ben Jones" <yahoo2@...> wrote:
>
> Having tried LT many years ago, I've rediscovered it recently --
but also
> found 20,000 levels awaiting me. It's impractical to try all of
them, and in
> any case I enjoy experimenting with making levels more than solving
them...
> but there is a chance that what I'm about to ask has already been
covered
> before, in which case please bear with me (or tell me the LVL/level
where
> it's been done before).
>
> I've been trying to make an antitank spin. Obviously this can't
really
> happen, but it could appear to happen if 4 ATs with differing
directions are
> successively & smoothly put in the same place, and the obvious way
to do
> this is with a tunnel -- as one AT gets shot out of the tunnel end,
another
> (waiting at the other end, or another end) jumps in, and so on ad
infinitum.
>
> Trouble is, tunnel squares have two states, let's call them Up &
Down. If I
> step into a tunnel, I'm in the Up state and get transferred to the
Down
> state of the other end. [This has to happen, because if there were
only one
> state, I'd jump back straightaway, etc.] A consequence of this is
that one
> cannot have a whole bunch of Tunnel 0 'entrances' with ATs queuing
up to
> jump into the Tunnel 0 exit where I want to see a spinning AT, as
each time
> one of them moves ahead in the queue, any AT in the Up part of a
Tunnel 0
> somewhere else in the queue will jump into the Down part of the now-
empty
> tunnel they have just vacated, *and not jump any further* (unless
it is shot
> out then shot in again: which is very difficult to do automatically
> considering that all 4 directions will be appearing there, so 1 of
them is
> likely to be shot & destroyed).
>
> A different approach I tried was to have e.g. a Tunnel 0 'exit'
(the one
> we're watching for a spin) surrounded by Tunnel 1/2/3/4 entrances,
and
> elsewhere on the field Tunnel 1/2/3/4 exits each next to a Tunnel 0
> entrance. Each AT (1/2/3/4) in turn would start off being shot into
the
> Tunnel 1/2/3/4 entrance near the spinning spot, and emerge at its
respective
> 1/2/3/4 exit hole, to lie in wait. In due course (and sequence), it
would
> then be shot into the neighbouring Tunnel 0 entrance, appear in the
spinning
> spot, be shot out of the spinning spot into its own entrance,
reappear at
> its exit, and lie in wait again.
>
> The big problem with this is the multiple Tunnel 0 holes. When I
tried to
> lay it out symmetrically, any AT 1/2/3/4 'lying in wait' would be
shot into
> its respective Tunnel 0 entrance, but emerge at a random Tunnel 0
exit (not
> really random: the open one closest to top-left). So to avoid this,
I had to
> make it unsymmetrical with the 'spinning spot' the top-left one,
and the
> other 4 locations at different positions in the field. This in turn
meant
> that it was not easy to get the Tank to visit each position in turn
to
> trigger the AT jumps, and some positions ended up so far away that
all
> fluidity of the spin was lost.
>
> Can anyone see a solution to this?
>
> TIA
>
> Ben Jones
> www.ozaru.freeserve.co.uk
>