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Emitting objects with logic problems
Archive: 3 posts
I have a top-down shooter level where you try to survive waves of enemies by staying in the middle and shooting them. The enemies are emitted from the corners, and once you have enough score from the edges as well. I made a successful counter that uses holograms to count up from 1 to 999. (I could make the max higher if I wanted, but I don't think anyone is going to get 1000 kills in the game) I tested the counter out with a button and it worked fine. Then I tried putting it in my game and instead of a button the input would be from the projectile sensor in the enemies that also destroys the enemy and increases your score. I added a wire going from the projectile sensor to the selector cycle switch in my kill counter. I un-paused the game to test it out. The enemies were destroyed and I still received the normal points, but the kill counter didn't change, it was still at 0. I paused the game to see what the problem was, and discovered that the wire I created earlier was still there. The problem was that the wire went to the edge of the microchip, and there was a microchip output, but no wire going from the enemy microchip to the kill counter microchip. Is there any way to fix this so that the emitted enemies will spawn with the wire going to the kill counter? Edit: Thanks so much you guys are awesome! | 2011-01-27 15:34:00 Author: Bio-Raiden Posts: 12 |
ooo... I don't think they can spawn wired to anything pre-existing. I think a workaround may be that when they die they spit out an invisible hologram with a tag on it. That tag should only stick around like 0.1 second. Have a tag sensor monitoring the whole area and it should be able to count the tags and do your kill counter for you. | 2011-01-27 15:44:00 Author: RSQViper Posts: 302 |
The problem is that only the first enemy you created will actually have the wire from his Impact Sensor to the Selector, as wires cannot be emitted to connect to already existing objects. This was already the case in LBP1, and to solve it you had to make some nasty work-arounds. Luckily in LBP2 we can create Wireless Logic fairly simple by using Tag Keys and Tag Sensors What you can do is to attach a Tag Key of specific color and label to the same circuitboard as the Impact Sensor, and connect the two. You then place a Tag Sensor with sufficiently large radius to cover all of the spawned enemies. You give this Tag Sensor the same color and label as the Tag Keys on the enemies, and connect the Tag Sensor to your Selector. You now have wireless logic!!! Each time an enemy is hit, the Impact Sensor will send a signal to the Tag Key causing it to flash briefly. This "flash" will be picked up by the Tag Sensor, and your kill count should increase just as if there had been a physical wire between the two components EDIT: Ahh sniped by RSQviper ^^ | 2011-01-27 15:46:00 Author: Slaeden-Bob Posts: 605 |
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