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#1

Randomiser

Archive: 7 posts


Ok so i was building my level and about 75% through i realiesed that i need a randomiser or some similar type of object to finish. (Outcome based on random event)

I have three objects that are emited, however i need them to be emited randomly, if anyone knows how to do this please help
2009-08-06 19:08:00

Author:
springs86
Posts: 785


Try this by a series of wheels and pistons along with mag keys and such, set to speed.

I never understood randomizers too much anyways, If it's all the same settings...wouldn't it always be the same? The only thing that makes it random is player interaction...I think XD
2009-08-06 19:25:00

Author:
goldenclaw13
Posts: 224


A randomizer consists of 2 different parts:

1. Create a squished "I" shape, kinda like a sideways "H" with metal. On the sides, make to smallish squares out of metal and connect them to the "I" shape with springs, one on each side. Put magnetic key SWITCHES on each square, each a different color. Set one to "Speed" and make the trigger radius large. Set the other one to "Directional" and make the trigger radius small, but not too small. Put two magnetic keys in the middle of the "I" shape, each the same colors as the mag key switches. Now, connect the "I" shape to a thin piece of dark matter with a wobble bolt. Tweak the wobble bolt and springs until you have a nice "randomised" feel.

2. The next part is purely logic, instead of physics like the first part. Make a spinning circle, and evenly place the outputs (what will trigger the emitters) as mag key switches on the wheel. Now, take a square of dark matter, and a square of metal, and connect them with a piston. Place a mag key to the piece of metal. Be sure to set the piston speed to 0.1. Now just make sure these two devices are close enough that the mag key switches trigger.

3. Finally, connect the two parts. Connect the switch set to "Speed" to the motor bolt on the spinning wheel, and connect the switch set to "Directional" to the piston. There you go, a randomiser! Hope this helps!
2009-08-06 19:36:00

Author:
crazymario
Posts: 657


A randomizer consists of 2 different parts:

1. Create a squished "I" shape, kinda like a sideways "H" with metal. On the sides, make to smallish squares out of metal and connect them to the "I" shape with springs, one on each side. Put magnetic key SWITCHES on each square, each a different color. Set one to "Speed" and make the trigger radius large. Set the other one to "Directional" and make the trigger radius small, but not too small. Put two magnetic keys in the middle of the "I" shape, each the same colors as the mag key switches. Now, connect the "I" shape to a thin piece of dark matter with a wobble bolt. Tweak the wobble bolt and springs until you have a nice "randomised" feel.

2. The next part is purely logic, instead of physics like the first part. Make a spinning circle, and evenly place the outputs (what will trigger the emitters) as mag key switches on the wheel. Now, take a square of dark matter, and a square of metal, and connect them with a piston. Place a mag key to the piece of metal. Be sure to set the piston speed to 0.1. Now just make sure these two devices are close enough that the mag key switches trigger.

3. Finally, connect the two parts. Connect the switch set to "Speed" to the motor bolt on the spinning wheel, and connect the switch set to "Directional" to the piston. There you go, a randomiser! Hope this helps!

I haven't tested this, but it doesn't seem like it would work without requiring player input. I think you would see the same results every time. I'm not sure how randomized LittleBigPlanet's physics actually are.
2009-08-06 21:16:00

Author:
BSprague
Posts: 2325


I haven't tested this, but it doesn't seem like it would work without requiring player input. I think you would see the same results every time. I'm not sure how randomized LittleBigPlanet's physics actually are.
It works. Trust me.
2009-08-06 21:17:00

Author:
crazymario
Posts: 657


It works. Trust me.

I'll take your word for it now. I've never been able to figure out if LittleBigPlanet's physics had an intensional random seed or not. Sometimes, things that don't require player input will occur the exact same way every time, and other times they won't. I wasn't sure if it was fluke when things happened differently or what, but if this works it will answer if it does or not. Eventually, I'll get around to recreating thing and I'll see for myself if the results are different every time I hit restart, without any intervention on my part.
2009-08-06 22:45:00

Author:
BSprague
Posts: 2325


From my experience, you need to have a seed in LBP. That seed can only be sackboy.

LBP physics, as far as I can tell, can have some weird knock-on effects (change something in your level and it may change something in a totally unrelated part of the level), but if you save a level with some actions in motion, they will perform the same thing every time you press play. Without a sackboy seed I would be very sceptical of any LBP randomiser.

Me and a few others from this forum were discussing randomisation and testing various techniques and we basically came to the conclusion that building an aplication independant randomiser is nearly impossible (it is of course possible but you have to massively overengineer it compared to most application-specific one)

So, to the OP, can you expand upon this:


I have three objects that are emited, however i need them to be emited randomly, if anyone knows how to do this please help

Do you need just one of the three emitted at some point in time or when a switch is triggered, do you need one of three emitted every time a switch or event is triggered or do you need one of three emitted periodically.

It makes a big difference.
2009-08-07 00:33:00

Author:
rtm223
Posts: 6497


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