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remote controllinator emitted to be controlled by non-emitted?
Archive: 7 posts
Well I tried for a bit today to get my emitted controllinator to be controlled by the transmitter controllinator. From the lloks of it I will be stuck jecting the player from the controllinator, having a second emitted controllinator appear stick to the item, auto enter the player, control the emitted object, and then eject the player to auto enter the first controller before it fades from emit time. Does that sound about right to everyone? | 2011-02-18 00:07:00 Author: celsus Posts: 822 |
Wait, what? Why would you need to exit the original, just set a tag sensor for when there is the emit controlinator. This sensor could deactivate whatever original inputs you want to disable, and enable all the functions you want to use for the receiving emitted DCS. When the receiving DCS fades, the sensor switches back to the original inputs. | 2011-02-18 01:18:00 Author: SSTAGG1 Posts: 1136 |
Aswome, I never would have figured that out. I don't think I skipped any tutorial, and looking for posts on this seems just to pull up transmitting sackbots. | 2011-02-18 04:42:00 Author: celsus Posts: 822 |
Hah, yeah. That response was off the top of my head, so sorry if it doesn't work out properly. Tutorials are nearly useless compared to the logic blog and help forum. | 2011-02-18 05:47:00 Author: SSTAGG1 Posts: 1136 |
I will check out the logic board again. I got the controls working, I had placed a timer set to invert by accident and it made the emitted items fail...so I figured that I just could not control them that way. ..it has been a long week. | 2011-02-18 07:58:00 Author: celsus Posts: 822 |
Hah, yeah. That response was off the top of my head, so sorry if it doesn't work out properly. Tutorials are nearly useless compared to the logic blog and help forum. amen to that! I half feel the ingame tutorials cater to 'the largest potential audience'. They really should have added more advanced tutorials as optional level links within each tutorial that goes on to explain each setting in detail and the many-many interesting and complicated component interactions possible. As to the question. Yes having a tag on the emitted DCS will do the trick. IMO best way to do that would be have every wire coming from the DCS your sack is in, the ones coming from the controller GUI at the top, run through a chip (place a node in the chip for each wire). Then have a sensor attached to the on/off input of that chip, set the sensor to inverted, so when the tag appears on the emitted DCS it cuts power to all the original DCS controls. Obviously have the other DCS have whatever controls you want set up in there accordingly, so you take over control of that DCS for its emitted time, then when the DCS goes, the sensor switches back on and you're away Doing it this way will stop you from having to place a sensor on AND gate on each output of the DCS. actually, you might have issues with analogue signals bypassing the chip when its in an off state, i can't remember fully but i think analogue signals can get through... :/ have a play though, this is deffinately the right track. | 2011-02-18 08:20:00 Author: Epicurean Dreamer Posts: 224 |
If you just switch off the chip, should stop everything. I'll post a better picture of my controlinator modifying things wirelessly. It's not exactly what you stated, but it's a very similar concept. | 2011-02-18 15:05:00 Author: SSTAGG1 Posts: 1136 |
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