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#1

Making Lives with a counter

Archive: 7 posts


Thought it would be nice to have some lives, for anti-frustration purposes.

So, i have those falling blocks with markers on them that end the level when they touch the ground where an impact sensor is.
I Put a counter after the impact sensor, ok.

Now when two blocks fall on the ground the first one activates the sensor, and the following ones are not activating the sensor anymore, because the first one is still triggering the sensor because it lies there, until it disappears.
So what has to be done should be that the impact sensor gets a short signal that puts the counter up when one block hits the ground.
2011-02-12 08:57:00

Author:
Unknown User


Could you place your impact sensors on your boxes?

If so, place the impact sensor on a MC. Next to that place a pulser (counter set to 1 with it's output set to reset itself). Then finally have that activate a tag.

When your box hits the ground, the sensor fires into the pulser which sends a quick shot activating the tag briefly.

To register the hits you can either use a tag sensor, or I believe you can set your current impact sensor (on the ground) to include touch, and require the tag on your boxes.
2011-02-12 09:10:00

Author:
tdarb
Posts: 689


Could you place your impact sensors on your boxes?

Yes, currently theres a marker on them that triggers the ground impace sensor.


If so, place the impact sensor on a MC. Next to that place a pulser (counter set to 1 with it's output set to reset itself). Then finally have that activate a tag.

Umm, whats MC? Material Changer? Oh and whats a pulser? Too bad the language Barrier is blocking me here.
2011-02-12 09:38:00

Author:
Unknown User


oh, microchip is MC. I think the misunderstanding is my fault.

A pulser is just a counter set to count to one with its output connected to it own reset. Basically, it shoots off a quick pulse when it gets a signal then resets itself.

So you place a microchip on your box and move the marker onto it. on that microchip place an impact sensor. Put the output of that impact sensor to a counter that is set to count to one. Have the output of that counter go to its own reset, and to the tag that your ground sensor is looking for.

When the box hits the ground, it will trigger the impact sensor. This will trigger your counter, but since its output resets itself, it only sends out a very short signal to your tag. This way your tag is only active for a fraction of a second. Just long enough for the impact sensor on the ground to recognize it.
2011-02-12 10:09:00

Author:
tdarb
Posts: 689


oh, microchip is MC. I think the misunderstanding is my fault.

Ah, its not really your fault. My game is not in english and the richness of names and tools makes it even harder to recognize.


A pulser is just a counter set to count to one with its output connected to it own reset. Basically, it shoots off a quick pulse when it gets a signal then resets itself.

So you place a microchip on your box and move the marker onto it. on that microchip place an impact sensor. Put the output of that impact sensor to a counter that is set to count to one. Have the output of that counter go to its own reset, and to the tag that your ground sensor is looking for.

When the box hits the ground, it will trigger the impact sensor. This will trigger your counter, but since its output resets itself, it only sends out a very short signal to your tag. This way your tag is only active for a fraction of a second. Just long enough for the impact sensor on the ground to recognize it.
That makes it look logic, ill try that.
2011-02-12 10:46:00

Author:
Unknown User


Okay, that is working. Hm but not when two boxes fall at the same time on the ground, that gets registered only as one hit.
my idea would be using different markers for every box (4 boxes spawn from 4 emitters) and having 4 impact sensors on the ground that go all into the 1 counter through an OR Gate. No, that doesnt work, gets registered as one hit. One Impact Sensor has to register after the other one.
2011-02-12 10:58:00

Author:
Unknown User


You could make it into a health system.

I made one for a prop, I just need to check what the logics were.

It could easily be triggered by an impact sensor and after every impact it loses a bit of health.

Or make it so when the boxes hit the ground they emit a piece of holo with a tag sensor (hooked up to a destroyey) and a follower on it. When emitted, the follower instantly whisks away the emitted piece to an out-of view tag sensor which registers a hit but also activates the tag sensor on the holo and destroys it, so in a fraction of a second you have lost a life or something.
2011-02-12 12:58:00

Author:
mutant_red_peas
Posts: 516


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