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Sequential Randomizers
Archive: 30 posts
I'm creating a survival type level where I have bounce pads that randomly become "dangerous" (plasma) via a randomizer. What I'd like to have happen is the speed of the randomizer increases at certain point thresholds (via the score sensor). How do I make it so each "tier" of scoring's randomizer will overrule the previous randomizers? | 2011-01-27 03:51:00 Author: ZipCity Posts: 208 |
Use a selector. Hook up the selector's outputs to the randomizers, and your score sensors to the selector's inputs. I would suggest wiring the randomizers through an OR or XOR gate to the danger tweaker, just so you have less stuff in your microchip. | 2011-01-27 03:59:00 Author: crazymario Posts: 657 |
Edit: Looks like I got ninja'd. I will keep mine up, because having the randomizers in the different microchips can be useful if you plan on permanent things happening that normally don't have an on/off input. Make a bunch of microchips with different randomizers in them set to different speeds. Make a selector with each output connected to one of the microchips, and connect the thing that activates the randomizer to each one in each microchip. Make different timers that change the output on the selector. With this, it is technically activating everything at once, but since the microchips are off, only the one that is one takes effect. | 2011-01-27 04:00:00 Author: Daldrez Posts: 63 |
Okay, all these new logic gates are new to me..... So if I have 5 point thresholds, I have 5 score sensors (set at the point levels) inputting into the selector, with 5 randomizers (set the 5 sequential speeds) connected to the outputs? What would the OR/XOR gates be for? | 2011-01-27 04:01:00 Author: ZipCity Posts: 208 |
Remember, when a selector is used, only one of the outputs will be activated at a time! What would the OR/XOR gates be for? The oR gate would be used so you can hook up all the randomizers to one single danger tweaker (per bounce pad), rather than 5 danger Tweakers, one for each randomizer | 2011-01-27 04:04:00 Author: crazymario Posts: 657 |
Remember, when a selector is used, only one of the outputs will be activated at a time! The oR gate would be used so you can hook up all the randomizers to one single danger tweaker (per bounce pad), rather than 5 danger Tweakers, one for each randomizer Yeah, I'm seeing that you can't hook up all 4 randomizers to each danger tweaker. Where would the OR gate go in the wiring sequence? Could an OR gate also be used so that my bounce pads can all connect to one score emitter (rather than one for each pad)? | 2011-01-27 04:09:00 Author: ZipCity Posts: 208 |
Here is how the wiring should work: Score sensors into each input on the selector. Outputs on the selector connected to the randomizers. Randomizers connected to the OR gate. OR gate connected to danger tweaker. And yes, an OR gate can be used for the score fivers, but the wiring might get messy depending on how many bounce pad you have. | 2011-01-27 04:14:00 Author: crazymario Posts: 657 |
Selector only accepts 4 inputs, and an OR gate only accepts 2. I can reduce my # of scoring levels to 4, but how do I deal with the OR gate? Do I use 2 OR gates to accept the 4 Selector outputs, then combine those 2 OR gates into a 3rd OR gate, which then connects to my danger tweakers? | 2011-01-27 04:17:00 Author: ZipCity Posts: 208 |
You can tweak the number of outputs and inputs on both the OR switch (Can't tweak output on OR switch) and the selector. | 2011-01-27 04:18:00 Author: Daldrez Posts: 63 |
You can tweak the number of outputs and inputs on both the OR switch (Can't tweak output on OR switch) and the selector. Thanks! So much new to learn in LBP2......I guess when all else fails, I should just hit square! | 2011-01-27 04:20:00 Author: ZipCity Posts: 208 |
Agreed! | 2011-01-27 04:25:00 Author: Daldrez Posts: 63 |
I found an issue with the OR gate......it treats the signal from the randomizer equally across all the bounce pads (thus making them ALL go on or off together). My goal was to have the bounce pads individually become electrified in a random pattern, but for that pattern to speed up as the score increases. Is it possible to have one Randomizer, but have the score sensors somehow tweak the speed of it? As we discussed eariler, I can't hook 4 different randomizers to the same danger tweakers, and I'd rather not get into having to have 4 different danger tweakers for each bounce pad (while figuring out how the score sensors would turn one randomizer on and the previous randomizer off) | 2011-01-27 04:32:00 Author: ZipCity Posts: 208 |
You need to make one OR gate with the same amount of inputs as randomizers for each danger tweaker. Connect each OR gate to it's respective danger tweaker. | 2011-01-27 04:42:00 Author: Daldrez Posts: 63 |
You need to make one OR gate with the same amount of inputs as randomizers for each danger tweaker. Connect each OR gate to it's respective danger tweaker. I see. So I have 15 bounce pads, so I need 15 OR gates (set to 4 inputs), each connecting to the danger tweaker of an individual bounce pad? For cleanliness sake, do you think it would make the most sense to place the OR gates on each bounce pad's microchip (which also contains the danger tweaker, impact sensor and score giver?) | 2011-01-27 04:47:00 Author: ZipCity Posts: 208 |
No you only need as many or gates as you have randomizers. That way they all go to the same input, but only one is active at a time because of the selector. | 2011-01-27 11:47:00 Author: Daldrez Posts: 63 |
No you only need as many or gates as you have randomizers. That way they all go to the same input, but only one is active at a time because of the selector. that's what I did before, but it was turning all the bounce pads on or off and the same time, which isn't what I want. | 2011-01-27 12:08:00 Author: ZipCity Posts: 208 |
Sorry to bump this, but it fell off the first page overnight. Still wondering about my last question. If there is an easier way to do this than assigning a 4 input OR gate on each bounce pad, I'm all ears | 2011-01-27 17:01:00 Author: ZipCity Posts: 208 |
this is very frustrating. | 2011-01-27 20:15:00 Author: ZipCity Posts: 208 |
You must be doing something wrong. The OR switches don't connect to the bounce pads being on/off, so that shouldn't even happen. Add me and I will check out your logic. | 2011-01-27 23:56:00 Author: Daldrez Posts: 63 |
Ok, There's a bit of confusion here. Hope i don't hurt things. The sequence crazymario gave is what you are probably looking for. You should need one selector. Set that to have 5 input/outputs for your levels. Make 4 score sensors and input them into the selector (level 1 is active by default). selectors will only have 1 active output. That will always be the highest numbered one. So you can connect your score sensors in increasing order. Even if all five score sensors are triggered, the selector will only output to "selector output 5". Option 1 Now you have your levels and you can link to five randomizers here. Now you have an OR gate with five inputs and you connect each of your randomizers to it, and take the outputs from that to the bounce pads Option 2 If you have some logic that changes to determine the intensity of the randomizer (like a timer), you can disconnect it from your randomizer then connect it to an AND gate between it and your randomizer. Connect the selector output that goes with that level to your AND gate. Make one of these for each of your "levels", and output those AND gates to a single OR. Then plug that back in where your timer was. This will allow you to use one randomizer for all of your bounce pads by just changing the intensifier. | 2011-01-28 00:46:00 Author: tdarb Posts: 689 |
You must be doing something wrong. The OR switches don't connect to the bounce pads being on/off, so that shouldn't even happen. Add me and I will check out your logic. I'll add you if I can get on tonight. I've removed the OR gate from the equation (since it wasn't working), but I can restore it so you can see where I was on my last post. To repeat the problem: channeling the randomizer through the OR gate is causing ALL of the bounce pads to turn on and off in unison, as opposed to the randomizer randomly bouncing the danger element between the pads. | 2011-01-28 01:20:00 Author: ZipCity Posts: 208 |
ahhh....I gotcha now. for some reason i thought you just wanted to randomize the interval between dangers on all pads simultaneously. In that case, just do this. Plug your score sensors into the selector like before. From there go into your five randomizers. Place a unique OR gate with five inputs for each of your bounce pads. Plug your five randomizers into each of the OR gates, so that any time a randomizer activates it has access to all of the bounce pads. | 2011-01-28 02:14:00 Author: tdarb Posts: 689 |
Daldrez is currently messing with my level and I have no idea what he's doing (lol). Very weird to have someone else hovering around and editing your level when you can't efficiently talk to them and find out what's going on | 2011-01-28 02:23:00 Author: ZipCity Posts: 208 |
Forgive me for butting in here but do you want only 1 random bouncepad lethalized at any one time?, if so then you should still only need one randomiser (I think?) Lets give this a go, so first bit was definitely right 1 Selector, 5 in's/out's, score sensor to each to set levels, but here is the difference, connect a timer to each of the selector outs, each successive timer needs to be assigned a shorter count than the last, and needs to be auto reset after each count, the idea is that the timer sends one pulse to the randomizer per count (now if I'm honest I can't remember whether the output needs to be inverted or not), then take each timers out to a single 5 in 'OR' gate, then connect the 'out' of the 'OR' gate to SINGLE randomizer, then from the randomiser to each bouncepad, the only bit I can't remember is whether you can loop the out of each timer to it's respective 'RESET' without this stopping the timer dead?, as long as you can reset the timers this should work! please don't shoot me if it doesn't, i'm not at home so can't test it yet. So basically: when score <500 - timer(1) pulse once per 5 seconds until score =>500 (randomizer selection changes every 5 secs etc) when score <1000 - timer(2) " 4 seconds until score =>1000 when score <1500 - timer(3) " 3 seconds until score =>1500 when score <2000 - timer(4) " 2 seconds until score =>2000 when score <2500 - timer(3) " 1 seconds until score =>2500 If the timers wont pulse using a loop back to reset then you will need to split each signal coming out of the randomizer using nodes or maybe direction splitters and then wire the split signals into a 5 in 'OR' gate with the 'OR' gates out split again to each timers 'RESET' I apologise in advance if I am way off, but I am trying to visualize without LBP2 in front of me. Out of interest, I tried to build a system to compare a series of button presses with a randomized pre-determined combination last night, a combination lock if you will, I have tried to fashion something that works a bit like a simple memory chip, let me tell you that the wiring for the sequential cycling and error checking on it is HELL, I haven't quite finished, but if it works I might try and build a clone of 'Mastermind', we will see! Regarding the randomized lethal bouncepad problem.... whoops! I have completely overlooked the use of the 'GAME SEQUENCER', if the level only needs to increase over time then simply use a game sequencer with an array of randomizers , which all pulse at a different rate, change the size of each on the game sequencer to signify the length of time they are activated, just don't overlap!, then wire them all to an 'OR' gate for each bounce pad. Job Done! ....**** I wish I was on LBP2 right now! | 2011-01-28 13:43:00 Author: CloaknBlagger Posts: 78 |
Bumping to remind Daldrez to explain what he did on my level | 2011-01-29 22:58:00 Author: ZipCity Posts: 208 |
I left a visitor comment on your profile explaining what I did. | 2011-01-30 15:14:00 Author: Daldrez Posts: 63 |
Thanks daldrez! | 2011-01-31 04:07:00 Author: ZipCity Posts: 208 |
Well I built what I described above and it works perfectly well (the level selected randomised lethalizer rate), I think also you could do it with only 1 timer as the pulse regulator (set speed scale as the input) and then wire into that a counter with point sensors connected on an 'OR' gate to step the counter up according to points achieved, alternatively replace the counter with another timer tweaked with a long period to increase the speed of the first 'randomiser timer' in a much smoother fashion over n'minutes, so over time rather than points scored, simples!! (I think anyway) | 2011-01-31 12:31:00 Author: CloaknBlagger Posts: 78 |
I left a visitor comment on your profile explaining what I did. Just looked at my profile and it says there are no comments | 2011-02-01 13:24:00 Author: ZipCity Posts: 208 |
That is odd. I am sure I posted it. Let me check... | 2011-02-03 03:55:00 Author: Daldrez Posts: 63 |
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