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#1

Trouble with Emitters connected up to a thumbstick

Archive: 7 posts


Its not really a query so probably shouldn't be in this section, But when using a controllinator setup i noticed that if you push very gently on the analogue stick the movement will activate but the emitter won't.

For example i'm using a controllinator hooked up to a Joystick and a Advanced Mover, with the same output connected to an Emitter [speed 0.0 life time 2] but when i move the thumbstick very bluntly it will activate both the movement and the emitter, but very softly it will only activate the movement...
2011-02-22 22:10:00

Author:
Kern
Posts: 5078


Only the dimmer setting on holo & lights, default sackbot walk speed with a receiver seat, & modify sound/volume activate instantaneously by slight analog presses. Sequencers, timers, and emitters activate with a little more pressure and analog stick tilt, and movers require ALOT of tilt (relative to the stick size) to activate.

I feel your pain. It drives me nuts. It's the reason a car powered by movers can go 30mph or faster (in LBP terms), but you're not allowed to cruise... 2 miles an hour so everybody sees you:


http://www.youtube.com/watch?v=dMBPkd0hMWI
2011-02-22 22:16:00

Author:
Unknown User


I think your problem is with the dichotomy between analogue and digital signals. The mover reacts to a bidirectional analogue signal (so you have a value from -100% to 100%, with any value in between possible), while the emitter reacts to a binary signal (0 or 1, no other values). Now LBP2 works so that a stick output sends a 0% analogue value inside its dead zone (10% of full tilt, more or less), and then a linear (I think?) scale up to the maximum in either direction. At 75% (or -75%) it activates the digital signal (i.e. starts sending 1 rather than 0), which will then only deactivate when the analogue signal goes under 25% again. So what's happening to you is that the emitter activates when the mover is already going at three quarters of its maximum output!

Now, how to fix it? Make a sequencer. Tweak it so the input is positional. Then make its circuit board pretty narrow (like, one stripe wide or so), and slap a battery on there that covers its whole width (but doesn't extend past the edges). Attach that battery's output to the emitter, and attach your stick to the positional output on the sequencer (don't worry about direction for this - the sequencer ignores it). Now, it sends 1 whenever the stick signal is anything but 0%, so if your mover is moving at all, your emitter is also emitting.

I hope I'm not too rambly in my explanation, and that it's helpful.
2011-02-22 23:07:00

Author:
Unknown User


I think your problem is with the dichotomy between analogue and digital signals. The mover reacts to a bidirectional analogue signal (so you have a value from -100% to 100%, with any value in between possible), while the emitter reacts to a binary signal (0 or 1, no other values)

Very nice explanation - though one nitpick:

Digital signals have three possible values - {-1, 0, 1} - and the sign of the digital signal is independent of the sign of the analog signal - but most digital devices in the game ignore sign.
2011-02-22 23:21:00

Author:
tetsujin
Posts: 187


I think your problem is with the dichotomy between analogue and digital signals. The mover reacts to a bidirectional analogue signal (so you have a value from -100% to 100%, with any value in between possible), while the emitter reacts to a binary signal (0 or 1, no other values). Now LBP2 works so that a stick output sends a 0% analogue value inside its dead zone (10% of full tilt, more or less), and then a linear (I think?) scale up to the maximum in either direction. At 75% (or -75%) it activates the digital signal (i.e. starts sending 1 rather than 0), which will then only deactivate when the analogue signal goes under 25% again. So what's happening to you is that the emitter activates when the mover is already going at three quarters of its maximum output!

Now, how to fix it? Make a sequencer. Tweak it so the input is positional. Then make its circuit board pretty narrow (like, one stripe wide or so), and slap a battery on there that covers its whole width (but doesn't extend past the edges). Attach that battery's output to the emitter, and attach your stick to the positional output on the sequencer (don't worry about direction for this - the sequencer ignores it). Now, it sends 1 whenever the stick signal is anything but 0%, so if your mover is moving at all, your emitter is also emitting.

I hope I'm not too rambly in my explanation, and that it's helpful.

Close. That gives me more control I've wanted than before (i was always using forwards-backwards), but with this set up the mover only has any effect if it's set to 4.0 speed or higher, or more than 50% strength for 2.0+ speed. It seems like a very minute boost to walk speed that's as analog as default receiver walking is like a no-zone. Thanks though. It's a step in the right direction.
2011-02-23 01:08:00

Author:
Unknown User


Very nice explanation - though one nitpick:

Digital signals have three possible values - {-1, 0, 1} - and the sign of the digital signal is independent of the sign of the analog signal - but most digital devices in the game ignore sign.

Not just digital gadgets, actually. There's a very few gadgets that do consider direction of a signal, like advanced movers and rotators, but the majority just go by signal magnitude, not giving a whit about directionality. The main use for directional signals outside of motion is for subtraction and other arithmetic, really.
2011-02-23 13:03:00

Author:
Unknown User


KernelM, if you wire your analogue stick up to a magnetic key, then have a key sensor with 'strength input' (rather than closeness), that key sensor will trigger an emitter even if you have 1% signal output from the analogue stick. This will however incur 1 frame of lag, so your rotating object will move for 1 frame before the object is emitted. You could then attach your object's bolt to the same key sensor which would make them start at the same time, but there would be a 1 frame difference between the player pushing the stick and something happening. I'm guessing that's a more preferable option!2011-02-23 14:09:00

Author:
merkaba48
Posts: 79


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