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Logic Trouble :l

Archive: 5 posts


Im starting a level that using tag sensors, when certain tags disappear the play field is emptied and a new set of obstacles are emitted, I know you need a selector or something, but I can't figure out how to get the selector to change its current port and emit the new set. Any ideas

Maybe if i had explain my level a bit more your answers will be different.
Basically its a top down arcade game, where the user controls a controlinator to collect 'rings', I have set it up so once all rings are collected everything else in the arena disappears, I just cant find a way to get the next set of rings up, but when I emit the next set of rings certain microchip wires disappear which isnt very useful, I was thinking of a way to have them all there at the same time with certain ones available but that seems impossible, And i really cant think of any other ways to make it work at the moment
2011-01-29 10:20:00

Author:
xForrest
Posts: 72


Hi. Just connect the input of anything giving a signal (buttons, sensors etc) to the inputs of the selector from the top to the bottom and then connect the matching outputs to something else. If the process will only occur for one time, you can connect a timer to the cycle input of the selector and one by one the desired effect will take place. By connecting something to bottom end of the selector (like a level ender -or another way of ending the level such as a teleporting mechanism-) to the bottom input of the selector, you can end your level. Anyyway, I also think that you don'tnecessarily have to "emit" the tags since, in LBP 2, you can turn tags on and off. So, by cycling the selector and connecting its output to the matching tags and setting their on off to "1 shot" you can achieve the desired effect, I guess. (Since I don't have the game before me now, my idea about achieving the one shot effect can be using a counter device set to 1 and a "not" gate linked to it. An example is the "on tap function" developed by Foofles. See "http://foofles.blogspot.com/2010/11/littlebigplanet-2-on-tap-function.html").

I hope this helps...
2011-01-29 11:29:00

Author:
terbas
Posts: 93


Maybe if i had explain my level a bit more your answer would have been different.
Basically its a top down arcade game, where the user controls a controlinator to collect 'rings', I have set it up so once all rings are collected everything else in the arena disappears, I just cant find a way to get the next set of rings up, but when I emit the next set of rings certain microchip wires disappear which isnt very useful, I was thinking of a way to have them all there at the same time with certain ones available but that seems impossible, And i really cant think of any other ways to make it work at the moment
2011-01-29 12:04:00

Author:
xForrest
Posts: 72


How come microchip wires "disappear"? Is it a "bug" that you experienced? If so, I can't help... Only Media Molecule can (by releasing a patch for it).2011-01-29 13:30:00

Author:
terbas
Posts: 93


Okay maybe disappeared wasnt the correct term.

the first stage is already here when spawned. To emit the second stage all the tags have to disappear, im using a invert output to activate an emitter which brings down the second stage. BUT when the second stage is spawned I cant find a way to trigger another emitter and produce the third stage etc.
BUT! while writing this reply I thought of a plan that might work, if I spawn the stage with a emitter in it then that should in turn bring the next stage through once all the tags have disappeared? Im not sure yet i'll have to try it later.
2011-01-29 14:25:00

Author:
xForrest
Posts: 72


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