Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet 1 [LBP1] Ideas and Projects [Archive]
#1
Emittable Logic
Archive: 11 posts
As i understand it, no one's figured out how to emit logic. I was wondering how useful it would be? Because i think i know how to do it... | 2010-02-24 01:05:00 Author: RCIX Posts: 250 |
I use plenty of emitted logic. Basic emitting of logic (i.e. emitting logic systems as a whole) is pretty simple. emitting logic that can communicate with the main level is slightly more advanced, but certainly not unheard of (I had to do a bunch of stuff like that in setbacks. My current main project is emitters inside emitters and the whole thing communicated back and forth. Objects in the main level can communicate with objects inside 2 levels of emitters, and objects that are emitted are capable of communicating with future instances of themselves. Unless you are talking about something else? | 2010-02-24 01:32:00 Author: rtm223 Posts: 6497 |
Knew rtm'd swoop in to tell it like it is Indeed, emitting logic is the same as emitting regular objects. I've never tried emitting any logic rigs yet, but I'm sure the communication stuff is switches (already placed in the level) that are activated upon emission of new logic which then emit keys to activate more and the whole thing ripples from there...I think .3.; Correct me if I'm wrong, Ricky XD | 2010-02-24 01:40:00 Author: claptonfann Posts: 228 |
I'm working on an object that has some simple logic that I needed to emit at speed. I found out that emitting any dark mater cancels out the speed setting so I made all the logic out of wood and metal and put it in a box with a second emitter. Triggered by an inverted mag switch, the second emitter emits DM to catch the box keeping it safely out of the playable area. | 2010-02-24 02:13:00 Author: IStwisted Posts: 428 |
I use basic emitted logic in my current level. There are bits of it that need to communicate with static elements of the level, so I'm having to use some of the methods rtm uses above. I had to basically run things through a specialized AND gate, where half of it is emitted and half of it is always there. As for emitting logic that doesn't need to communicate with the rest of the level. You can make all non DM parts out of dissolve and find a way to "kill it" all before emitting again. | 2010-02-24 02:18:00 Author: comphermc Posts: 5338 |
Ah, because i thought i had read somewhere that no one had figured out how to do it yet... | 2010-02-24 02:28:00 Author: RCIX Posts: 250 |
I don't think you read that round these parts | 2010-02-24 09:47:00 Author: rtm223 Posts: 6497 |
Yeah I was using these concepts a long time ago. But the thing was, all my logic was done using emitters which often meant I over complicated a lot of my logic... comp and rtm's posts brought me round to using winches more- thanks guys I have used partially emitted AND gates for static objects... but if i had a moving object, such as a vehicle, then the vehicle as well as its designated logic were emitted at the same time. Worked well, but often there was a simpler and more thermo efficient method. | 2010-02-24 11:56:00 Author: ladylyn1 Posts: 836 |
Yeh, The output of emitted logic should emit Mag Keys, Which can trigger Mag Switches. It's pretty useful. | 2010-02-25 03:58:00 Author: Unknown User |
Nah, you can emit just about any type of logic and generally the trick is to emit partial logic like what comphy says above. So the key parts of your logic exist in the main level and the switch parts exist in the emitted object, or vice versa, or a combination - all depends which direction you need to communicate. One neat trick is to emit keys next to complex logic like a randomiser, so your emitted object can be randomised at the moment it is spawned (or later on) and multiple emitted objects can share that same centralised resource. The randomiser is a good example as it's not possible to emit logic that will randomise immediately, where as hooking into a non-emitted randomiser will allow this. | 2010-02-25 10:58:00 Author: rtm223 Posts: 6497 |
Yeah, I use exactly that same trick in one of my experiments. There's a central randomized skill check device, and a bunch of emitted creatures that use it as input. I should finish that some day... | 2010-02-25 11:27:00 Author: Rogar Posts: 2284 |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.