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#1

Victorias Grabinator Cake logic?

Archive: 17 posts


I've been working on a platforming level inspired by Victorias Earth, and I have a Grabinator rail ride obstacle in it.

But I'm wanting to know how you get the cake to blow up moments after you toss it. Sounds like it would be simple.

The thing is they cant blow up until after theyve been grabbed once, then after you let go after a few seconds it will explode unless you grab it again. Same way they work in story is what I'm trying to do.
2011-01-27 22:46:00

Author:
Hana_Kami
Posts: 393


Uhh, I guess you could connect an inverted grab sensor to a timer which again is connected to a destruction whatever-it's-called-again.
You could use another non-inverted grab sensor which resets the timer.
Hope that helps!
2011-01-27 22:50:00

Author:
iArekusu
Posts: 402


No luck.

I got most of it working by setting timer to forward/back, and grab sensor to inverted, but theres a problem. The timer needs to be unactive until grabbed.

If grab sensor is inverted the timer begins counting up until grabbed, and grabbing makes it count back down. This is good except that it counts up even after it emits and is sitting in spot where you grab them in first place. It needs to not function until after grabbed the first time like in story.
2011-01-27 23:11:00

Author:
Hana_Kami
Posts: 393


You need to use a selector as a permanent switch or something equivalent. So that it is dormant until the first grab.2011-01-27 23:14:00

Author:
Osprey71
Posts: 93


How do you do that? I tried a selector and it was no different than when there wasn't a selector. 2011-01-27 23:26:00

Author:
Hana_Kami
Posts: 393


You have a two output selector with the initial value set to 0, wire the grab switch to activate the second input. Wire your inverted grab switch and the 1st output from the selector to an OR gate and wire that to your timer. Something like that, I can't test it at the moment.

The theory is, the selector activates the OR gate and keeps the timer from counting down until the first time it is grabbed, then the selector switches states so that it won't activate the OR gate ever again, but the grab switch will.
2011-01-27 23:48:00

Author:
Osprey71
Posts: 93


Why not set the cakinator destructor up to a on impact sensor? They may have to be precise, but it might work for your condition...?2011-01-27 23:49:00

Author:
grayspence
Posts: 1990


@Osprey:

I'll try that.

@grayspence:

Wouldn't work because when dropping from one rail to another it would trigger it.
2011-01-28 00:00:00

Author:
Hana_Kami
Posts: 393


tag sensor + and gate

put tags where the cake stuff spawns/emits
2011-01-28 00:11:00

Author:
sonofbrave
Posts: 107


@Osprey:

I'll try that.
I think I mixed up the logic.

The NOT gate would have to be after the OR gate.

So, you would have the following:
Grab Switch
2 output selector initail value of 0
Wire Grab switch to 2nd input
OR Gate
Wire 1st output of Selector and Grab switch to the inputs
NOT Gate
Wire OR gate to input
Timer
Wire NOT gate to input
Wire Grab switch to reset
Destroyer
Wire timer to input
2011-01-28 00:30:00

Author:
Osprey71
Posts: 93


I think I mixed up the logic.

The NOT gate would have to be after the OR gate.

So, you would have the following:
Grab Switch
2 output selector initail value of 0
Wire Grab switch to 2nd input
OR Gate
Wire 1st output of Selector and Grab switch to the inputs
NOT Gate
Wire OR gate to input
Timer
Wire NOT gate to input
Wire Grab switch to reset
Destroyer
Wire timer to input


This worked. Thank you so much! ^^

Now I can save the microchip in a logic vault for future use and label so I never have to ask again. Have to love microchips, compact logic ready for use by anyone once created ^^
2011-01-28 04:07:00

Author:
Hana_Kami
Posts: 393


I've been working on a platforming level inspired by Victorias Earth, and I have a Grabinator rail ride obstacle in it.

But I'm wanting to know how you get the cake to blow up moments after you toss it. Sounds like it would be simple.

The thing is they cant blow up until after theyve been grabbed once, then after you let go after a few seconds it will explode unless you grab it again. Same way they work in story is what I'm trying to do.

Grab switch wired to an OR, a perm switch and the reset of the timer.
A grab switch reversed and wired to an OR
OR wired to a toggle
the perm switch wired to an AND
Toggle wired to the AND
AND wired to the timer
Timer wired to a destroyer

The toggle should be set to on before you pick it up.

When you pick it up the normal grab switch turns off the toggle but sets the perm switch.
When you let go of it the reverse grab switch turns on the toggle, starting the timer.
When you pick it back up the normal grab switch resets the timer and flips the toggle to off, turning off the timer.

Of course, when the timer runs out you get splatto.

That should do it.


I think I mixed up the logic.

The NOT gate would have to be after the OR gate.

So, you would have the following:
Grab Switch
2 output selector initail value of 0
Wire Grab switch to 2nd input
OR Gate
Wire 1st output of Selector and Grab switch to the inputs
NOT Gate
Wire OR gate to input
Timer
Wire NOT gate to input
Wire Grab switch to reset
Destroyer
Wire timer to input


Now I have to try both versions and see which works better. Lol.
2011-01-28 15:49:00

Author:
Biv
Posts: 734


Will this work?

http://i.imgur.com/5DP5f.png

Chip on the cake template. Grab sensor activates the counter, which acts as a permanent memory switch (once activated, keeps outputting a signal until reset, which we won't here). The active counter then starts the timer. When the timer is full it activates the destroyer that blows up the cake. Keeping a firm grip on the cake (signal from the grab sensor to the timer reset) will prevent it from destroying.
2011-01-28 16:07:00

Author:
Antikris
Posts: 1340


Will this work?

http://i.imgur.com/5DP5f.png

According to the wiki http://wiki.lbpcentral.com/Timer Holding the reset will not work, but could be tested. Saves a few logic bits from my solution if it works.


This worked. Thank you so much! ^^

Now I can save the microchip in a logic vault for future use and label so I never have to ask again. Have to love microchips, compact logic ready for use by anyone once created ^^

You're welcome, glad I could help.

Oh, and of course as I'm sure you found, I made another mistake in my solution, The selector has to be set to 1 at start, for some reason I thought it started at 0. I guess I was thinking about programming, most pointers start at 0.
2011-01-28 18:20:00

Author:
Osprey71
Posts: 93


I've taken it upon myself to build one quickly atm, as I had already figured out how the logic worked while playing the level, I'm not really good at explanation so if you'd join me in game i can show you how it works, I've tested it, and seems to be rather accurate and works just like the one in the level as far as I can tell.

Hope that helps!
2011-01-28 19:11:00

Author:
Silverleon
Posts: 6707


Use a motor bolt + mag key + mag sensor if you really can't do it with new tools. The old ones still work ;D2011-01-28 19:23:00

Author:
Unknown User


According to the wiki http://wiki.lbpcentral.com/Timer Holding the reset will not work, but could be tested.

Aha! Well, a 0.1s self-resetting timer in between the grab output and main timer reset will fix that.
2011-01-28 19:25:00

Author:
Antikris
Posts: 1340


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