I see what you did there. :)
lol put it on heat display
well, I guess the stuff you draw before that unpause isn't counted... but anything after still is
method 2 doesn't work for me though
method 1 does not stop it just delays it...method 2 makes it oblivious.
Method 2 to beat it is much simpler. Draw before unpuase.
I set the life of ember really high so it doesn't leave the screen and it broke because the code can't be stopped when in use. SO...I BEAT IT! :P
So basically...if you place anything it takes the place of the ember because it doesn't exist anymore on the screen but is still running in the code. So what if...
Lui9: so, how would that work? The sensor only sends a spark when it finds something, and then sends no spark when it doesn't. The alarm continues to be set off, but the text only stays lit up when there is still something that has been drawn on the screen.
here is the explanation I told to cj646464 (slightly modified): Each element gets it's own id (the number you see after the # in the HUD), and they are updated in order (from id 1 to id 235008 or however many are taken). My save has id's up to 4279 filled, but ID 10 (the initial EMBR) disappears right away. Normally, the CLNE, id 4, makes the EMBR. Then id 10 (the EMBR) is updated and disappears. The DTEC is ID 13 and by then the EMBR is gone. When you draw something, id slot 10 is filled by something else. So the CLNE makes the EMBR, but the DTEC is updated before the EMBR is, so it still exists by that time. Then, it sets off the alarm. The EMBR which has some larger id disappears again later, but by then it has been detected already.