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TriggerRelay

Acts as a TriggerWrite when active/green, but when black or inactive it acts as a normal object, it will not toggle when exposed to Polysilicon signals, rather, it will pass them through if it is active, as if it were a normal signal.

Configurables


SwitchValue

Determines whether the switch is active or not. It is a boolean.

local sift = require("sift") -- Grab this fancy library for manipulating tables provided by wos.

-- Get all of the types of objects with a `SwitchValue` (save for `TemperatureGate`) configurable
-- and merge them into one big table.
local objects = sift.Array.merge(
GetParts("Switch"),
GetParts("TriggerSwitch"),
GetParts("Valve"),
GetParts("Hatch"),
GetParts("HeatValve")
)

-- Have a 50/50 chance to be on/off when the code starts running.
local initialState = math.random() > 0.5

-- Iterate over all of the switch objects and disable them. `_` is used as a placeholder variable.
for _, switch in objects do
-- You could alternatively do `switch:Configure({ SwitchValue = initialState })`
switch.SwitchValue = initialState
end

-- Connect to the `Loop` event of the `Microcontroller` that is running the code,
-- this will make the code within run precisely every game tick.
Microcontroller.Loop:Connect(function()
-- Iterate over all the switches again!
for _, switch in objects do
-- Here we *read* the `SwitchValue`, then invert it, then write it back, as
-- to toggle the switch.
switch.SwitchValue = not switch.SwitchValue
end
end)

Events


Configured(configurerId)

Fires when the object is configured.

The configurerId parameter is the UserId of the player who configured the object. It is a number.


OnClick(clickerId)

Fires when the object is clicked.

The clickerId parameter is the UserId of the player who clicked the object. It is a number.