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Observations about player data and logic gates

Archive: 6 posts


Player data affects only when it is paired with digital -1 or 1 signal.

AND
First input with player data is priority.
When first input is active it won't transfer player data from first or second input unless you activate all inputs of the gate.

NAND
First input with player data is priority.
Transfers player data only when all inputs are active.

OR
First input with player data is priority.
Works same when inverted.

XOR
Transfers player data only when one input is active.
Works same when inverted.

NOT
Transfers player data.
Works same when inverted.

Direction combiner
First input with player data is priority.
Works same when inverted.

Direction Splitter
Transfers player data.
Works same when inverted.

Selector
Saves player data to currently active state.
Inverted selector saves the player data to state that is not currently active.

Counter
Saves player data.
Works same when inverted.

Timer - start/stop, speed scale, forwards/backwards
If input is active and timer is resetted it will blink quickly to player color of resetter.
Saves player data.
Works same when inverted.

Timer - start count up/down
Saves player data.
Works same when inverted.


I have checked these with wire coloring and by adding inverter after outputs.
I wouldn't mind if somebody verified these and I will correct if there is something wrong.
2011-02-09 18:31:00

Author:
waD_Delma
Posts: 282


what specifically do you mean by 'player data'?2011-02-09 19:36:00

Author:
Epicurean Dreamer
Posts: 224


Player data is how the game tells which player activated something. So if p1 activates a button to give points, the game knows that it was player 1 that did it, and will only give the points to player 1. Hope that explains that xD2011-02-09 20:19:00

Author:
iKyle94
Posts: 60


I believe player data also includes the "player color"2011-02-10 02:51:00

Author:
11204
Posts: 111


it's signal ownership (at least what i call it), it involves every input that triggers something for specific player. It was made to make logic seamless, end up to be complicated for complex solutions 2011-02-10 03:00:00

Author:
Shadowriver
Posts: 3991


Thanks for this. I was going nuts trying to suss out the score system for the level I'm working on. Aya sent me here and I was able to fix it in less than a minute thanks to your post.

Btw, if you want to eliminate player data, you can do it by wiring the player activated circuit into the on/off of a microchip and sticking a battery on it or a passthrough of another player's signal (which might be unnecessary if you use the ANDs and other logic gates correctly, but I've found it useful).
2011-02-10 21:03:00

Author:
Sehven
Posts: 2188


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