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Square sensor radius?
Archive: 11 posts
I was creating today, and I wondered why the radius for sensors is still limited to only circles. Maybe you just want the radius to be a certain rectangular area, and the circles is too big for that, and a half circle has to big of a radius on one side, and a sideways switch with a line of radius gets really big at one end and small at the other. If we could just have box zones for our sensors, it would make some things much easier, yes? | 2011-02-27 22:15:00 Author: ATMLVE Posts: 1177 |
We create our levels with mostly squares. Makes sense to me. | 2011-02-27 22:24:00 Author: creator22 Posts: 162 |
You can make square sensor areas with two 90 degree sensors. | 2011-02-27 22:46:00 Author: piggabling Posts: 2979 |
Yes^. You can also create infinite shape faux sensor's for different applications (most specifically sackbot detection, or 'piece' detection) now by putting tag-labeled impact sensors on things. Topuching any part of it becomes 'sensor' - if you're using holo, sackboy walking 'into' the holo-shape of any sort becomes the 'sensor' radius via any unlabeled impact sensor. | 2011-02-27 23:11:00 Author: Unknown User |
Yes^. You can also create infinite shape faux sensor's for different applications (most specifically sackbot detection, or 'piece' detection) now by putting tag-labeled impact sensors on things. Topuching any part of it becomes 'sensor' - if you're using holo, sackboy walking 'into' the holo-shape of any sort becomes the 'sensor' radius via any unlabeled impact sensor. Yes, impact sensor hologram would work, however I dont really trust those things. Theyve been known to randomly stop working after they have been working for a while without changing anything. | 2011-02-28 02:17:00 Author: ATMLVE Posts: 1177 |
Something else might be touching it if it's not firmly glued, or if touching and rigid connections are on. if you've got it running through some certain timer, NOT sequences it can get stuck on a permanent switch kind of state until the gate is reversed. I use holo impact switches constantly and never have any problems with them in that way. There's probably a few hundred in my last level operating at any given time for the mist barrier, attack detection, hit detection, wall-jump-cancel, etc no problems (other than tag fleeing being location specific). | 2011-02-28 11:41:00 Author: Unknown User |
Hologram with impact sensor and tag requierment tweak and touching tweak on works good ;] + and you can filter down other objects it can also work as player sensor | 2011-02-28 12:27:00 Author: Shadowriver Posts: 3991 |
I think the morel of today is... most people want things in a more easy and simple way that don't need them to think or work as much. | 2011-02-28 12:30:00 Author: Lord-Dreamerz Posts: 4261 |
it's a two step operation. it takes the same amount of time to put an impact switch on a square piece of holo as it does to tweak the radius on a sensor switch to 45 degrees... give or take a second. if the player sensor switch had a 'create shape' option, you'd be doing the exact same amount of work(time) value as placing a piece of holo in the same shape. i wanted shaping for radius in the beta boards too, suggested it the same way... then i realized I could do this when the full game released and facepalmed @ myself. EDIT: actually though, the limitation this has is that impact sensors don't have a require all setting for just default sackboy presence detection, and you have to use a player sensor & an AND (ananananan!) to get the desired require all effect on your 'shape radius' So the moral of the story is I was right on the beta boards then, wrong now, and now me and the OP are right, since I'm done being wrong for a minute or two here | 2011-02-28 15:17:00 Author: Unknown User |
So the moral of the story is I was right on the beta boards then, wrong now, and now me and the OP are right, since I'm done being wrong for a minute or two here Haha don't worry i was just being sarcastic. | 2011-02-28 15:24:00 Author: Lord-Dreamerz Posts: 4261 |
it's a two step operation. it takes the same amount of time to put an impact switch on a square piece of holo as it does to tweak the radius on a sensor switch to 45 degrees... give or take a second. if the player sensor switch had a 'create shape' option, you'd be doing the exact same amount of work(time) value as placing a piece of holo in the same shape. i wanted shaping for radius in the beta boards too, suggested it the same way... then i realized I could do this when the full game released and facepalmed @ myself. EDIT: actually though, the limitation this has is that impact sensors don't have a require all setting for just default sackboy presence detection, and you have to use a player sensor & an AND (ananananan!) to get the desired require all effect on your 'shape radius' So the moral of the story is I was right on the beta boards then, wrong now, and now me and the OP are right, since I'm done being wrong for a minute or two here Hey, this only fails if you want it to trigger only when everyone is in range, if you dont want it to matter it works great. | 2011-02-28 23:23:00 Author: ATMLVE Posts: 1177 |
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