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#1

Problem that could be unfixable

Archive: 15 posts


If some of you have seen my thread about me creating a Heavy Rain demo then you should know that I have some accouring problems. I feel as if this problem can not be resolved and I will explain. In my level I give the player 3 choices of what the sackbot should say and I use the buttons for diffrent choices. Example L1 is for Compassion, and L2 is for something else. Now thats fine, but how can I disable those buttons so I can assign them to do something new? Example: Like how L1 was for compassion and if the player selects compassion how can I disable it after the player selects the button and assign it to a new selection by using the same button but for something else? So L1 is for compassion, but then get the player to select something diffrent but with the same button. Sounds weird but hope you can find your best to help me out, if I cant fix it then I will just make it to an LBP2 movie but I dont want to do that, I want to give the player the Heavy Rain Experience by selcting whatever he wants, like an RPG, but at this point I'm doubting the creation power of LBP2. 2011-01-30 22:07:00

Author:
Unknown User


you could hook it up to and gates and have those and gates triggered by other events.
so L1 + Situation A = Compassion
and L1 + Situation B = Something else.
For example you could rig the and gates to tag sensors so that when they are near different tags the button does different things.
2011-01-30 22:19:00

Author:
Deftmute
Posts: 730


I'd make the system modular, IE, the buttons only activate tags, and then you have tag sensors for whatever it is you want it to do. Then you can make as many as you want w/out complex logic.2011-01-30 22:51:00

Author:
Yofig
Posts: 288


You can disable any logic circuit by sticking it on a microchip and hooking a wire into the bottom of the chip. Then it' just a matter of turning off the signal to the bottom of the chip to disable the circuit. So L1 could link to several circuits and depending on the situation, only one will be able to receive signals at any given time.2011-01-30 23:31:00

Author:
Sehven
Posts: 2188


That's basically the same thing. Either one works.2011-01-30 23:36:00

Author:
Yofig
Posts: 288


Lol, I've used the 3 methods above in my logic system, and they work fine. Mine's similar to yours, where you need to remap what buttons do.

I use menus, keys, and emitters instead of the "choices", but they work all the same. Just set an AND gate that has button input and event input, then set output to actions. This makes it so only during a single event can this action be activated. I suggest making a different microchip for each event, and then label the MC.
2011-01-30 23:46:00

Author:
SSTAGG1
Posts: 1136


sounds like all great advice but I dont really fully understand but I will look into it later on.2011-01-31 03:47:00

Author:
Unknown User


Redo the tutorial on the selector. It's the easiest way to get the effect you're looking for.

I made a sackbot that would automatically grab certain objects by putting an or gate between r1 on the transmitter and the reciever. The objects have mag keys that operate the second input. I then placed a selector between r1 on the transmitter and the or gate. By cycling the selector I was able to change the function of r1 when the "auto-grab" was active.
2011-01-31 04:25:00

Author:
IStwisted
Posts: 428


I'm getting all this great info and I'm trying to understand but I cant seem to make it work, sry my mind is pretty melo but still cant figure it out, I feel as if I understand some of the feedback but I cant bring it together.2011-01-31 06:15:00

Author:
Unknown User


I'll post example logic when I get the chance.2011-01-31 06:26:00

Author:
Yofig
Posts: 288


I'm getting all this great info and I'm trying to understand but I cant seem to make it work, sry my mind is pretty melo but still cant figure it out, I feel as if I understand some of the feedback but I cant bring it together.

Did you play the tutorial with the selector? Don't approach it with your specific application in mind. It won't tell you how to do exactly what you want. But it will help you understand the selector. Just watch tutorial again and make some basic stuff. Then do the controlinator tutorial and I'm sure you'll get some ideas.
2011-01-31 23:46:00

Author:
IStwisted
Posts: 428


Did you play the tutorial with the selector? Don't approach it with your specific application in mind. It won't tell you how to do exactly what you want. But it will help you understand the selector. Just watch tutorial again and make some basic stuff. Then do the controlinator tutorial and I'm sure you'll get some ideas.

I did watch and I understood it but I didnt understand how it will work with the coontrolinator but I'll go further into it.
2011-02-01 03:33:00

Author:
Unknown User


I'd make the system modular, IE, the buttons only activate tags, and then you have tag sensors for whatever it is you want it to do. Then you can make as many as you want w/out complex logic.

Definitely this!! Once you work out the answer without aiming for a modular system, you'll only dig yourself into a deeper hole when the next conversation comes around and you are duplicating everything...

OP, this is in no way basic stuff and your bedazzlement about all of this is the right reaction.
2011-02-01 12:03:00

Author:
Antikris
Posts: 1340


but at this point I'm doubting the creation power of LBP2.

As a rule of thumb, I've come to learn, you should definitely doubt your own creativity before you doubt the game's creation power. OBVIOUSLY there are limitations, but much more often than not, there's a solution you're just not thinking of / you aren't comfortable enough with logic to pull off.
2011-02-01 14:18:00

Author:
bigkurz8
Posts: 60


Start off with an encapsulating control object: a dialog window that has one DCS hooked up to it. The DCS will use your desired player controls to activate tags: one labeled "Answer 1", one "Answer 2", etcetera, if that is the way you want the player respond to dialog.

Then make a question object with its own independent logic! Give it a Selector with the number of states that one can answer with. Have tag sensors hooked to its inputs that trigger for "Answer 1", "Answer 2", etcetera. Put this question object on the side for you to duplicate.

Now you can focus on a system to deliver branched dialog. (Positional/stepped) Sequencers may help here. Copies of the question object that control the flow of the system by the player's answers are not easily (or impossibly?) delivered by emitters, though. Anyway, the basics are there.
2011-02-01 14:31:00

Author:
Antikris
Posts: 1340


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