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#1

I just want it to blink!!!

Archive: 15 posts


I want a neon piece to blink on and off 3 or 4 times when someone scores. For some reason, the logic is escaping me to make this work. I'm trying to have a toggle switch toggle on and off by looping it to itself, but that doesn't work. A simple sequencer isn't working either (the way I'm doing it).

Help a brother out!
2011-02-10 17:54:00

Author:
ZipCity
Posts: 208


what exactly happens when someone "scores"? what is the game? is a ball going across a goal, is something destroyed? moar deets please.2011-02-10 17:59:00

Author:
EinRobot
Posts: 739


aimed object hits a target. Each target is already (successfully) set up to provide a score and make a sound effect. I also want the target to blink a few times when successfully hit2011-02-10 18:01:00

Author:
ZipCity
Posts: 208


hmm. Have you tried hooking the impact sensor to a sequencer. The sequencer would play through a few batteries spaced out and connected to the neon with the last battery hooked to the sequencer reset input?

I just built it, it works.


Sequencer .1 secs per stripe

impact sensor to start seq forward

4 batteries spaced out on seq

first three bats hooked to an OR switch

OR switch hooked to neon

last bat hooked to reset seq
2011-02-10 18:05:00

Author:
EinRobot
Posts: 739


what are the battery %'s set to?2011-02-10 18:27:00

Author:
ZipCity
Posts: 208


what are the battery %'s set to?well I had the first three at 20% 70% 30% with the input action on the neon set to "dimmer" the last bat is 100% since it is just there to reset the sequencer.2011-02-10 18:31:00

Author:
EinRobot
Posts: 739


well I had the first three at 20% 70% 30% with the input action on the neon set to "dimmer" the last bat is 100% since it is just there to reset the sequencer.

Noob question; What effect does the % have on the difference to the outcome?
2011-02-10 18:33:00

Author:
Unknown User


Noob question; What effect does the % have on the difference to the outcome?
If the input action on the neon is set to dimmer, the effect will be first bat= 20% brightness, then when the sec bat fires 70% brightness, then 30% brightness. so its not just an on/off effect. although at .1 secs per stripe it is hard to see the difference, try it at 2 secs per stripe to really see how it works.
2011-02-10 18:36:00

Author:
EinRobot
Posts: 739


If the input action on the neon is set to dimmer, the effect will be first bat= 20% brightness, then when the sec bat fires 70% brightness, then 30% brightness. so its not just an on/off effect. although at .1 secs per stripe it is hard to see the difference, try it at 2 secs per stripe to really see how it works.

Thanks, it seems so obvious now! Case of brain melt me thinks! lol
2011-02-10 18:40:00

Author:
Unknown User


What about a timer linked to the toggle switch? That will give you the blinking, you can then stop it by de-activating the timer. If you want it to blink a set number of times, link the toggle to the counter and the counter to the timer, so that when the counter is full the blink will stop!2011-02-10 18:42:00

Author:
Catman87
Posts: 4


What about a timer linked to the toggle switch? That will give you the blinking, you can then stop it by de-activating the timer. If you want it to blink a set number of times, link the toggle to the counter and the counter to the timer, so that when the counter is full the blink will stop!

I tried that and it wouldn't toggle for some reason.
2011-02-10 18:43:00

Author:
ZipCity
Posts: 208


What about a timer linked to the toggle switch? That will give you the blinking, you can then stop it by de-activating the timer. If you want it to blink a set number of times, link the toggle to the counter and the counter to the timer, so that when the counter is full the blink will stop!how do you reset the counter?2011-02-10 18:44:00

Author:
EinRobot
Posts: 739


It's one of the two inputs available on the counter. If the input sends a positive signal, the counter resets.2011-02-10 18:46:00

Author:
iArekusu
Posts: 402


It's one of the two inputs available on the counter. If the input sends a positive signal, the counter resets.I meant what event will trigger the reset.2011-02-10 18:47:00

Author:
EinRobot
Posts: 739


If you're more concerned over duration of time rather than # of blinks:

Put down a timer (Let's call it Timer A) and set its input method to "Forward/Backward" and make sure "Invert Output" is checked. Plug the timer's output into its left input ( not the reset input) and it will start bouncing back and forth. Adjust speed to make the blinking happen at a higher frequency.

Plug this timer into your material. If you want it to fade, set input method to "Dimmer"

Now put the same timer onto a new microchip with nothing else. It will automatically carry over the wires. Place another timer (I will call it timer B) and set it to have inverted output. Set this speed to how long you want the blinking to last. Plug Timer B's output into the "Activate" input of the microchip Timer A is on. Activate the reset of Timer B to perform the blinking. eg. Impact Sensor -> Timer B reset.

Have Timer A set to 0.0 current time to start and/or have Timer B invoke the "Reset!" / bottom input of Timer A to have blinking start immediately.
2011-02-10 18:48:00

Author:
Foofles
Posts: 2278


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