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==== Example:Items on the Ground ==== <code>DSC8a2cbIPg0tMiaP3Z9WGe2EXWf838Ju6f0FnIKA1Wa5Rc3qW3gf2RP5AG10aeTo0jmU2a1hbLuO398Hmo4SiEN84ZZFpH27JgIS0Ow39N4ZZNhp1u4IYQ2F9AJW4YugqN0OIqU92xQGJQ4UENsP3WJO802Rfdxr0byKUf303d9Z22YUrO2zqPSO0NP4nO0eyehz1HaKCA1GN10z0qKlnv02aUit07hr3C3AbeEo06v7Rn2luLso27qWNe1mkYDF3uia7f2YLBq31Rl8Ps120zNF0dpymG3MqJ120SbVr50xyr8p3qEc9Z23bjd222qCAv1WcESI0gnq</code> ===== Copy ===== In the above example the Copy Instruction is used to initialize the parameter to zero. Copy takes data and copies it to an output usually a variable/parameter/register. In this case it looks like we're not copying anything but but even an empty field in Desynced is something, empty is actually a null data type coupled with zero, and since were about to count things we want a zero to add to. ===== Loop Entities(Range) ===== This is used to look for things within your units visual range (default is 15) and uses filters to narrow what your looking for. In this case the only filter used is dropped items this will look for items on the ground and piles of resources as well. For this loop you also need to set the range it's looking for you can set it as high as you want but it will only be able to see as far as the unit can which without other modules is 15, however you can set it a shorter range and it will limit what it returns. If you don't set it remember it's not nothing it acts as zero (range) so you will get no returns. For every item it finds it will output an entity (not a data type but a set of data types) into the variable 'A' and then flow to the next instruction through the upper tether node. ===== Add ===== Add does exactly what it sounds like it adds one number to another number. You can use math functions on most data types maybe all due to them all having a number component. However math functions can behave differently when dealing with location data types. ===== Wait ===== Wait is only here to make it easier to see the count going up it set to wait 4 ticks there are 5 ticks in a second so it will wait each count one second before going into the next loop item. ===== Redo Loop ===== No more connections so outside of a loop it would go to Program start but since it's considered in a loop it will not restart but go to the next step in that loop. ===== End Loop ===== Once it has counted all dropped items in range it will go through the "Done" tether node. ===== Exit ===== If we wanted this behavior to constantly run we would not connect this tether to anything and it would go back to the beginning but in this case we want to only run once to do that the Exit instruction will stop the behavior running. Note: if testing this behavior make sure there is something on the ground of it will not seem to work.
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