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Cheat Codes
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Are there for LBP2? Just joking I'm wanting to make it so at one point you can input cheat codes to have different effects. I know how to do all of it but the cheat code input itself. I'm not sure how to make it so the game/logic/whatever can tell that your putting in up down left x or something and will reset when that's not followed and all that. I just have no clue how to go about it. I'm thinking it's going to be needing sensor tags and such but idk where to start. Long story short: I want to recreate the effect of putting in the konami code in the broken arcade in 'to the heart of the negitivitron' | 2011-02-04 08:01:00 Author: Unknown User |
This isn't super easy to pull off, but it's not super difficult at all. All you will need is a CONTROLINATOR, multiple AND gate, and multiple TIMERS. I can picture how to set it up, but it's barely 6 AM right now and I'm having trouble explaining it, so bear with me. Lets say the cheat is TRIANGLE, SQUARE, L1, CIRCLE (the longer the code, the longer the setup). On your Microchip, add the first TIMER to the chip with an AND gate right after it(TIMER-A and AND-A) and hook the OUTPUT from the TRIANGLE button on the Controlinator into the INPUT of a TIMER-A (lets say the code has to be entered within five seconds of the first button being pressed, so each timer will be set to COUNT DOWN and have a MAX time of 5.0s). The first button in the code only needs to be connected to the first timer. However, every button that follows will require 1 Timer and 2 AND gates. So, for a four button code, and including the first timer that the first button of the code is hooked up to, you'll want your microchip to look like this (to keep the chip organized, start placing these items from the top left corner to the bottom right corner)... TIMER AND TIMER AND TIMER AND TIMER AND TIMER AND Take the OUTPUT of TIMER-A and hook it into one of the INPUTS on AND-A. Now, hook the output from the next button in the code - in this example, that would be SQUARE - into the remaining INPUT on AND-A, then take its OUTPUT and hook it into the INPUT of TIMER-B. AND-B comes after TIMER-B; hook TIMER-B's OUTPUT into one of AND-B's INPUTS. Take the SQUARE OUTPUT again and hook it into the free INPUT on AND-B. So, as you can see, each BUTTON has TWO AND gates that it plugs in to, with a TIMER in between the gates. Next, we have to hook up TIMER-C and AND-C, TIMER-D and AND-D, and TIMER-E and AND-E. The remaining buttons in the code are L1 and CIRCLE. Here's how you will hook them up... OUTPUT of AND-B goes to INPUT of TIMER-C. OUTPUT of TIMER-C goes to INPUT of AND-C. OUTPUT from L1 goes to remaining INPUT on AND-C OUTPUT of AND-C goes to INPUT of TIMER-D. OUTPUT of TIMER-D goes to INPUT of AND-D. OUTPUT from L1 also goes to remaining INPUT on AND-D OUTPUT of AND-D goes to INPUT of TIMER-E. OUTPUT of TIMER-E goes to INPUT of AND-E. OUTPUT from CIRCLE only needs to be connected to the remaining input on AND-E From there, the OUTPUT of the final AND Gate goes to the input of the logic you want the code to activate. Back at the top of the chip, add another TIMER and hook the TRIANGLE OUTPUT into its INPUT. Hook the TIMER OUTPUT into its own RESET input, along with the RESET on all the other TIMERS. Set it to count for 5.0 seconds before sending out a signal that causes all the TIMERS on the chip to reset back to 0.0. We don't want to restrict the INPUT to this timer - we want the timer to reset when TRIANGLE is pressed, even if the timer hasn't finished counting down. This will allow the whole thing to be reset mid-entry if the player should mess up. EDIT 1 - One problem I somehow overlooked: If someone started to enter the code and they press TRIANGLE then SQUARE but R1 instead of L1, the wrong entry won't cause the whole process to reset, so as long as the player is quick, they would be able to resume entry of the code and finish it properly even if they pressed a bunch of wrong buttons. For example, they could press TRIANGLE, SQUARE, R1, R2, X, LEFT, L1, CIRCLE, which would be completely wrong, but would still activate the code as long as they did it in less than five seconds. One easy fix for this would be to further restrict the amount of time they have to enter the code. A four button code shouldn't take more than 1.5 seconds to enter, so set all the timers to 1.5 instead of 5.0. This will create the illusion of having wrong button entries prevent the code from activating, but only because the player ran out of time. There is a very simple solution to setting it up so that wrong button entries reset everything, but it's not easy to explain. If you haven't already started setting this up, go ahead and do that and play around with it so you understand how it works so far, and in the mean time, I'll write up how to fix it. - END EDIT 1 - - EDIT 2 - Here is how you can fix it to force the player to start over the code if the wrong buttons are pressed... To fix this, you're going to have to add 3 more Microchips to the whole arrangement, so lets start by labeling each chip, because it could get confusing. The the chip we just finished is the main chip in the whole thing, so lets call it MAIN. Go ahead and add 3 new chips to the Controlinator. Name the first one NO-SQUARE, the second one NO-L1, and the third NO-CIRCLE (you'll see why in a minute). You might want to take a minute to resize the MAIN chip and space everything out a little bit too. Also, that lone TIMER that I had you place at the top of MAIN, why don't we go ahead and move that to the far left side of the chip. With the way we will be reconnecting certain things, that timer being on the left instead of the top will help reduce clutter. OK, lets start breaking things: back on MAIN, break the connections to the RESET inputs on all the TIMERS. Now you need THREE OR GATES. Put the first one below and slightly before TIMER-A (about three spaces below and four spaces left of the TIMER). Put the second OR gate somewhere between TIMERs B and C (its OUTPUT will be going to both of them). Put the third OR gate between TIMERs D and E - they will be sharing the OR gate's output as well. Might as well go ahead and hook up the OUTPUTS now. In case you're lost... FIRST OR GATE --> RESET input TIMER A SECOND OR GATE --> RESET input TIMER B and C THIRD OR GATE --> RESET input TIMER D and E Remember that timer I had you move to the left side of the MAIN chip? Take it's output and wire it up to ONE input on each of the new OR gates. Head over to the Controlinator, and open up the NO-SQUARE chip with it's OR gate. What you are going to do is tweak the OR gate so it has the same number of INPUTS as there are OUTPUTS on the Controlinator, MINUS ONE. Get it? If there are 12 OUTPUTS on the Controlinator, then you want 11 INPUTS on the OR gate. As the label of the Chip suggests, you want every Controlinator output EXCEPT SQUARE to be plugged into this OR gate (there is NO SQUARE on this OR gate). Do the same with NO-L1 and NO-CIRCLE - hook up everything EXCEPT L1 on NO-L1, and everything EXCEPT CIRCLE on NO-CIRCLE. We now want to arrange things so that those three chips will prevent wrong button entries, forcing a reset of all the active portions of the sequence should the player activate them. To do this, take the OUTPUT from NO-SQUARE's OR gate and hook it up the remaining input on the OR gate connected to TIMER-A on MAIN. Take the OUTPUT from NO-L1's OR gate and hook it into the remaining input on the OR gate connected to TIMERs B and C. Take the OUTPUT from NO-CIRCLE's OR gate and hook it into the remaining input on the OR gate connected to TIMERs D and E. And there you go. That should do it. The way it SHOULD work: TRIANGLE is pressed, activating the sequence. Now, the player can press SQUARE and continue the sequence, or reset it by pressing ANYTHING else. If he presses SQUARE, he now has to press L1 to continue, or ANYTHING else to reset everything. If he presses L1, then he has to press CIRCLE to finish the code, or ANYTHING else to reset everything, forcing him to start over. Pressing CIRCLE opens the last gate, allowing the signal to pass into whatever it is you have the code hooked up to. - END EDIT 2 - (WARNING: I wrote this up without testing it at 6 AM. If I messed up the write-up or got something wrong, I apologize. I'm going to test it soon to make sure it works properly, but I don't see why it wouldn't, as long as the instructions are followed properly) How it works: The activation of the first timer via the TRIANGLE button starts the 5 second window the player will have to enter the code. The timer at the top will make sure none of the other timers remain active for more than 5 seconds (or however you long of a window you want the player to have). The other timer that TRIANGLE is hooked up two is the first of two required inputs to activate the first AND gate. Pressing SQUARE activates the other input, sending a signal to the timer beyond it, which activates one input on yet another AND gate, but that AND gate will not send a signal to the next timer until the next button in the code is pressed. This process repeats until the last AND gate is reached. When the final button of the code is pressed, the AND gate outputs its signal and activates whatever it is hooked up to. This cascading setup of timers and AND gates is to make sure the buttons of the code are pressed in the proper order. With each combination of BUTTON and TIMER activated on an AND gate, the next sequence of the logic is unlocked, but will remain locked unless all the previous combinations were activated. It's VERY important to test each timer in the sequence to confirm that upon receiving an input, it begins outputting while counting down, deactivating once it's finished counting. If it starts outputting AFTER counting, it will keep one of the inputs open on the AND gate following it, which would throw things off. You don't want the timer's outputs to stay active. The point is to only have it transmit for the desired amount of time, forcing the player to complete the next sequence in the code before the countdown is finished and the second port on the AND gate is closed, preventing access to the rest of the logic until the sequence is repeated from the beginning. The reason we added the timer at the top of the chip (which we ended up moving to the left side of the chip) is to essentially negate a certain amount of time on each chip. This timer and the other timer, both activated by pressing TRIANGLE, are the only two timers that will ever count a full five seconds. It's hooked up to the reset input of all the other timers so the player has five seconds TOTAL, not five seconds FOR EACH BUTTON. I tried to figure out a simpler way to do this, but I don't think there is one. This isn't hard to do, it might just be hard to visualize based on the way I described the set-up. I described every step of setting up a four button cheat code to show you how messy it already is at only four buttons. If you wanted a longer code, it would certainly be possible, but remember to be mindful of the connections you're making so you know you're making the right ones, and realize that you might want to increase the timer length depending on how much longer the code is. I hope this helps. If you have any questions, feel free to ask. | 2011-02-04 11:24:00 Author: sixfearstheseven Posts: 19 |
Now that I'm awake and looking over everything, I'm thinking I could probably strip down the design I posted and make it even simpler. I really need to get in the game and test run it for you so I don't end up wasting your time in case it doesn't work. I should be able to give it a quick trial run in thirty minutes or so. | 2011-02-04 12:21:00 Author: sixfearstheseven Posts: 19 |
I edited my original post to add the fix, but I'll include it in this post as well, just in case... To fix this, you're going to have to add 3 more Microchips to the whole arrangement, so lets start by labeling each chip, because it could get confusing. The the chip we just finished is the main chip in the whole thing, so lets call it MAIN. Go ahead and add 3 new chips to the Controlinator. Name the first one NO-SQUARE, the second one NO-L1, and the third NO-CIRCLE (you'll see why in a minute). You might want to take a minute to resize the MAIN chip and space everything out a little bit too. Also, that lone TIMER that I had you place at the top of MAIN, why don't we go ahead and move that to the far left side of the chip. With the way we will be reconnecting certain things, that timer being on the left instead of the top will help reduce clutter. OK, lets start breaking things: back on MAIN, break the connections to the RESET inputs on all the TIMERS. Now you need THREE OR GATES. Put the first one below and slightly before TIMER-A (about three spaces below and four spaces left of the TIMER). Put the second OR gate somewhere between TIMERs B and C (its OUTPUT will be going to both of them). Put the third OR gate between TIMERs D and E - they will be sharing the OR gate's output as well. Might as well go ahead and hook up the OUTPUTS now. In case you're lost... FIRST OR GATE --> RESET input TIMER A SECOND OR GATE --> RESET input TIMER B and C THIRD OR GATE --> RESET input TIMER D and E Remember that timer I had you move to the left side of the MAIN chip? Take it's output and wire it up to ONE input on each of the new OR gates. Head over to the Controlinator, and open up the NO-SQUARE chip with it's OR gate. What you are going to do is tweak the OR gate so it has the same number of INPUTS as there are OUTPUTS on the Controlinator, MINUS ONE. Get it? If there are 12 OUTPUTS on the Controlinator, then you want 11 INPUTS on the OR gate. As the label of the Chip suggests, you want every Controlinator output EXCEPT SQUARE to be plugged into this OR gate (there is NO SQUARE on this OR gate). Do the same with NO-L1 and NO-CIRCLE - hook up everything EXCEPT L1 on NO-L1, and everything EXCEPT CIRCLE on NO-CIRCLE. We now want to arrange things so that those three chips will prevent wrong button entries, forcing a reset of all the active portions of the sequence should the player activate them. To do this, take the OUTPUT from NO-SQUARE's OR gate and hook it up the remaining input on the OR gate connected to TIMER-A on MAIN. Take the OUTPUT from NO-L1's OR gate and hook it into the remaining input on the OR gate connected to TIMERs B and C. Take the OUTPUT from NO-CIRCLE's OR gate and hook it into the remaining input on the OR gate connected to TIMERs D and E. And there you go. That should do it. The way it SHOULD work: TRIANGLE is pressed, activating the sequence. Now, the player can press SQUARE and continue the sequence, or reset it by pressing ANYTHING else. If he presses SQUARE, he now has to press L1 to continue, or ANYTHING else to reset everything. If he presses L1, then he has to press CIRCLE to finish the code, or ANYTHING else to reset everything, forcing him to start over. Pressing CIRCLE opens the last gate, allowing the signal to pass into whatever it is you have the code hooked up to. | 2011-02-04 18:35:00 Author: sixfearstheseven Posts: 19 |
I have a shareable device that I've created after this request (https://lbpcentral.lbp-hub.com/index.php?t=45702-How-does-I-DCS-Controllinator-Combination-Lock&p=748002&viewfull=1#post748002). Friend me on PSN - I'm glad to share it. (Or use sixfearstheseven's solution - it sure looks like it will work). | 2011-02-04 20:28:00 Author: v0rtex Posts: 1878 |
Honestly I wasn't expecting this to be so complicated lol. I'll mess around with all the suggestions in a moment here and let you know if that worked of if I tweaked on it. And I was the same way you were last night lol. I read your thing at 6 in the morning after a lbp2 marathon kind of thing and was like 'waaaaaaaaaaaat?' Maybe i should get some sleep. | 2011-02-04 20:54:00 Author: Unknown User |
v0rtex, thanks for that link! That would make this whole setup A LOT simpler. I'm going to try and put it all together this weekend. XanXic, the whole thing did turn out a lot more complex than I thought it would, but it's actually quite straightforward. The way I wrote it up makes it seem much more difficult than it really is. I'm surprised I could think at all at the time I wrote it lol so I'm happy that I was able to even come up with an answer (it may not be the best answer, though, and I have yet to build it to prove that it works, but it is still an answer none-the-less; a wrong answer is, after all, still an answer ) | 2011-02-04 21:41:00 Author: sixfearstheseven Posts: 19 |
Yay! I got what V0rtex linked to work just fine. And instead of making different cheats in my gamemode I just made a cheat menu and a long code. lol So thanks for the help. | 2011-02-05 06:35:00 Author: Unknown User |
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