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#1

Square areas on switches

Archive: 9 posts


This is something that's been bugging me for a while. On camera zones, when you're selecting the area of effect it's in the shape of a square. I really wish that this was also on everything else. You can't get a precise area using a circle, you end up having to link 5 different switches using logic.2010-04-17 23:18:00

Author:
Arkei
Posts: 1432


I agree... its stupid



but itd be awesome if you could switch between the two...
2010-04-17 23:37:00

Author:
Shhabbazz
Posts: 746


I think there should be a choice between the two but yeah, good idea!2010-04-17 23:37:00

Author:
Weretigr
Posts: 2105


Already doable. You know how by fixing the trigger radius angle to 90 degrees, you get one right corner?
Take two switches with the above switches and an and switch and tinker around to figure it out. If you give up ask me to give you the link to the thread on how to do this.
2010-04-18 05:59:00

Author:
JspOt
Posts: 3607


Actually, in order to get a square area, you only need two switches and an OR gate. For more information go here:https://lbpcentral.lbp-hub.com/index.php?t=17405-How-to-make-rectangular-sensor-areas!


I know its not the easiest sytem, having a round area, but it isn't a terribly difficult work around either. And really, its a lot easier to take a circular sensor and make a square than to take a square sensor and make a circle.

EDIT: Sniped by Jspot
2010-04-18 06:00:00

Author:
Burnvictim42
Posts: 3322


@burnvictim42

You mean an AND gate right? Because with an OR gate it would just be two quarters of a circle, not a square.
2010-04-18 09:01:00

Author:
srgt_poptart
Posts: 425


You mean an AND gate right? Because with an OR gate it would just be two quarters of a circle, not a square.

I would've thought so too.

The drawback of this approach with sensor switches is that it's not always possible to make it multiplayer-friendly. It only really works when you want the intersection of the two switches' radii to work in a "Require All" fashion, otherwise you end up in the situation where two sackpeople can each trigger one of the two switches when neither are in the desired sensor zone.

Ditto for combining an MGS searchlight and a sensor in order to constrain the sensor area to a single layer.
2010-04-18 09:12:00

Author:
Aya042
Posts: 2870


The drawback of this approach with sensor switches is that it's not always possible to make it multiplayer-friendly. It only really works when you want the intersection of the two switches' radii to work in a "Require All" fashion, otherwise you end up in the situation where two sackpeople can each trigger one of the two switches when neither are in the desired sensor zone.

Yep, there is a whole discussion of this and some related techniques in this thread (https://lbpcentral.lbp-hub.com/index.php?t=17405-How-to-make-rectangular-sensor-areas!), including the multiplayer issues. Technically, with a square area is very easy to achieve with 2 sensors and an OR switch, if you don't want "require all". Rectangular areas require a bit more complexity.

In general I would like to be able to have the option to toggle between rectangular and circular, whilst keeping the angle options
2010-04-18 13:13:00

Author:
rtm223
Posts: 6497


Technically, with a square area is very easy to achieve with 2 sensors and an OR switch, if you don't want "require all".

Weird. I read that thread before, but completely failed to notice that the "set union" option with a 90 degree angle on the two sensors would allow this to work. which is presumably what Burnvictim42 was referring to in his earlier post.



In general I would like to be able to have the option to toggle between rectangular and circular, whilst keeping the angle options

Personally, I'd prefer the option to constrain the sensors to a single player, selectable to one of the four possible players. This would not only make it easier to create arbitrary sensor intersections (including the MGS searchlight), but would also make sack-trackers more reliable in multiplayer situations. e.g. replace the boolean "Require All" option with set of choices such as...


Require all
Require any
Require player 1
Require player 2
Require player 3
Require player 4


I find this limitation of sensors to be one of the most difficult things to overcome when attempting to create levels which are multiplayer-friendly (which is always worth doing where possible), much like the problems you must've had with the rat 'puzzle' in Subterranean Setbacks. Is this the only aspect of the level which made you decide to deem it a one-player only level?
2010-04-18 14:00:00

Author:
Aya042
Posts: 2870


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