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Nasty Problem

Archive: 10 posts


So I received lbp2 from a subway contest today, and I have been building for a couple hours today on a level. The level i'm working on randomly generates a sequence of events and stores it in 480 permanent switches (counter set to one). Now somehow my level got saved in play mode after the switches have been filled. So when I unpaused the game all the switches and states of wires are how they were when saved.

Now in the beta we were able to turn the microchip off and all counters and timers will be cleared but I guess they fixed this because as soon as I remove the battery the switches/wires are back to how they were. I even tried to capture the microchip and replace it but that didn't work either. Anyone have any ideas?

There is also a bug where tag sensors will not pick up tag on the same root microchip.

Edit: i just ended up remaking most of it
2011-01-15 03:56:00

Author:
Zmathue
Posts: 62


My recommendation is to now use 480 separate switches. That's just begging for a headache.

You could just go through them all and reset their "current value" states to 0. Obviously this would be rather tedious, but that's what you get for using an archaic save-state system.
2011-01-15 08:09:00

Author:
xero
Posts: 2419


Or, you can hold L2 (or is it R2?) and click on all the timers to "multi" select.

Why not use a sequencer for it instead?
2011-01-15 08:12:00

Author:
standby250
Posts: 1113


Aye, you could simply box-select them all, and set the value to 0.0 again, when you do that it resets all.
At least in BETA it did.)
2011-01-15 08:30:00

Author:
Silverleon
Posts: 6707


Now in the beta we were able to turn the microchip off and all counters and timers will be cleared but I guess they fixed this because as soon as I remove the battery the switches/wires are back to how they were.

That's not true. I'm quite sure they kept their state in the beta, too. That was the big difference between using those as permanent switches and using loop-backed OR gates.
2011-01-15 12:05:00

Author:
Rogar
Posts: 2284


Lol you making nasty bugs out of nothing

Disabling always made components keep there state, it only wiped out any signal activity. I pretty sure remember i used microchip to turn off all holograms that been controlled by selector and it keeped it state. So you should redesign your circuit by pluging battery to reset of a counters, should do the trick.

And again tag not detecting on same point is normal thing too, it's not a bug. When you start to use it you will see only benefits of it, since there no point of placing tag on same spot as sensor.
2011-01-15 14:38:00

Author:
Shadowriver
Posts: 3991


Or, you can hold L2 (or is it R2?) and click on all the timers to "multi" select.

Why not use a sequencer for it instead?

L2 makes objects invisible.
2011-01-15 15:08:00

Author:
Cauan-XV
Posts: 491


My recommendation is to now use 480 separate switches. That's just begging for a headache.

You could just go through them all and reset their "current value" states to 0. Obviously this would be rather tedious, but that's what you get for using an archaic save-state system.
Thats what I ended up doing, I went through and copied the microchips and set the counters value to zero with multiselect.

Or, you can hold L2 (or is it R2?) and click on all the timers to "multi" select.

Why not use a sequencer for it instead?
Sequencer is not random.

That's not true. I'm quite sure they kept their state in the beta, too. That was the big difference between using those as permanent switches and using loop-backed OR gates.
Sorry I got the two mixed up. I thought it was the wires that kept there state and not the components.


Lol you making nasty bugs out of nothing

Disabling always made components keep there state, it only wiped out any signal activity. I pretty sure remember i used microchip to turn off all holograms that been controlled by selector and it keeped it state. So you should redesign your circuit by pluging battery to reset of a counters, should do the trick.

And again tag not detecting on same point is normal thing too, it's not a bug. When you start to use it you will see only benefits of it, since there no point of placing tag on same spot as sensor.
Never really said it was a bug It is still a big problem if you save your level mid pause, there should be some way of clearing all wire states/components. But I guess that would cause a problem with non zero starting values for timers/counters.
2011-01-15 15:25:00

Author:
Zmathue
Posts: 62


Never really said it was a bug It is still a big problem if you save your level mid pause, there should be some way of clearing all wire states/components. But I guess that would cause a problem with non zero starting values for timers/counters.

Look on it in other way, game can't decide if current state of gadget is effected by your debugging test or manual setting, if they would do that it could be too chaotic same as signal ownership is now that also decides by it's own and it's hard to control who get points from score giver.

When you debugging something pause and then pause, debug, see whats wrong, undo, change, unpause, debug and so on and so on
2011-01-15 15:58:00

Author:
Shadowriver
Posts: 3991


Look on it in other way, game can't decide if current state of gadget is effected by your debugging test or manual setting, if they would do that it could be too chaotic same as signal ownership is now that also decides by it's own and it's hard to control who get points from score giver.

When you debugging something pause and then pause, debug, see whats wrong, undo, change, unpause, debug and so on and so on

Sorry off topic but shadow read the reply i left in my thread with help with logic
2011-01-15 16:00:00

Author:
TiKiTaKa
Posts: 50


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