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#1

(Tag) Sensor suggestions

Archive: 12 posts


Wouldn't it be handy if we could set the radius of sensors (player sensor, tag sensor) to ''Whole Level''? This would be easier than making it as large as you can manually (if this is even possible).

Another option I would like to see regarding tags and tag sensors is the ability to make a whole object a tag or a tag sensor. Right now we can only make the tag radius a circle, which isn't very precise. If we could set the radius to ''current object attached on'' and an include rigid connections option, this would make for much more precise tag sensing
2011-01-27 14:46:00

Author:
ikbeneland
Posts: 57


The second suggestion is achieved using holograms and impact sensors.

The infinate radius makes a whole lot of sense though and is something I've suggested in the past
2011-01-27 14:57:00

Author:
rtm223
Posts: 6497


Why you need tag sensing on attached object if you can practically just wire it? wireless logic is for trans object communication, not for same object2011-01-27 15:01:00

Author:
Shadowriver
Posts: 3991


The second suggestion is achieved using holograms and impact sensors.

Thanks! Never thought of that actually. Didn't know impact sensors worked on hologram as it has no physics.
2011-01-27 15:09:00

Author:
ikbeneland
Posts: 57


I find the impact sensors don't always detect an impact - especially high velocity impacts.
It makes the sound of one object hitting off another - but doesn't trigger the impact sensor :?:
2011-01-27 15:14:00

Author:
Macnme
Posts: 1970


I find the impact sensors don't always detect an impact - especially high velocity impacts.
It makes the sound of one object hitting off another - but doesn't trigger the impact sensor :?:

Hmm that's rather strange..
2011-01-27 15:31:00

Author:
ikbeneland
Posts: 57


I find the impact sensors don't always detect an impact - especially high velocity impacts.
It makes the sound of one object hitting off another - but doesn't trigger the impact sensor :?:

Impact switch not as name tells detecting single impacts, it detect touches insted, if touch is shorter then logic simulating frame refresh it won't sent any signal, that probably the reason of that problem
2011-01-27 15:38:00

Author:
Shadowriver
Posts: 3991


For Holograms you need to set the impact sensor to include touching and require tag to only detect specific objects2011-01-27 15:49:00

Author:
TheSwede
Posts: 59


The second suggestion is achieved using holograms and impact sensors.

Any way to make it so it would detect an object on the thin layer in front of it, or does it already do that? I'm guessing it already does that, but my bro's playing the PS3 at the moment.
2011-01-27 15:56:00

Author:
RibShark
Posts: 83


Make a second hologram that's thin and position it right in front of the thick hologram, then wire both their impact outputs through an OR gate.2011-01-27 15:59:00

Author:
lionhart180
Posts: 200


You know what would be handy a velocity sensor2011-04-22 16:25:00

Author:
Unknown User


Any way to make it so it would detect an object on the thin layer in front of it, or does it already do that? I'm guessing it already does that, but my bro's playing the PS3 at the moment.

go to the impact sensors settings, go to touching (one of the first 3) and select yes. DONE.
igrnor the guy below you if your in a rush or have thermo constraints. (more logic than nessisary is bad, so no offence to the guy below you :/ )
2011-04-22 17:55:00

Author:
a_mailbox
Posts: 416


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