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#1

Need lil' Help.Feeling stupid here

Archive: 16 posts


hey all. well im goin outta my mind here cuz im sure im missing something simple.
What it is i would like to do is this. I have an emitter (score bubbles) that is under water in a cave, as is the player sensor that triggers it. Thing is i'd like to trigger the emitter with the player sensor but i'd like the player have to enter it and the emitter to stay on untill all score bubbles have been released. Regardless if the player exits the player sensors range. Like a tripwire. As stated all this is underwater.
I'd realy appreciate help with this, any ideas on how to accomplish this would be welcome
2011-03-01 13:49:00

Author:
ghostdogg
Posts: 32


If I inderstand you right, you want to activate the score bubble mechanism as a one shot solution, right? So you want a one use switch, which is a Counter set to one. Connect the Player Sensor to this Counter. Connect this counter to the emitter to switch it on, and set the emitter to have a finite number of objects emitted. Not a player enters the zone which triggers the counter. The counter stays on and the emitter starts spouting prize bubbles until it runs out.2011-03-01 14:15:00

Author:
Shifty Geezer
Posts: 131


If I inderstand you right, you want to activate the score bubble mechanism as a one shot solution, right? So you want a one use switch, which is a Counter set to one. Connect the Player Sensor to this Counter. Connect this counter to the emitter to switch it on, and set the emitter to have a finite number of objects emitted. Not a player enters the zone which triggers the counter. The counter stays on and the emitter starts spouting prize bubbles until it runs out.

OMG!! thank you so much dude LOL i knew it was something simple i was missing. Again thank you man you just saved me from having to take more asprin
2011-03-01 14:29:00

Author:
ghostdogg
Posts: 32


I dont know why, but I prefer using selector with 2 inputs/outputs as a one way switch.
Connecting senzor and emitor to the 2nd in/out.

Of course counter set to 1 is also a possibility. Just putting this as a other option.
2011-03-01 15:18:00

Author:
Agarwel
Posts: 207


Thanks Agarwel, i'll try your way out aswell and see which suits/fits me best.2011-03-01 16:48:00

Author:
ghostdogg
Posts: 32


I dont know why, but I prefer using selector with 2 inputs/outputs as a one way switch.
Connecting senzor and emitor to the 2nd in/out.I don't know why either , as the counter is more compact, more obvious when it's on, and lies more neatly in the circuit board - but different strokes for different folks!
2011-03-01 18:21:00

Author:
Shifty Geezer
Posts: 131


ok... so i have a player sensor-------->counter set to one--------->emitter. thing is its not wrking still. the cable from player sensor to counter turns green but the cable from the counter to the emitter turns yellow and the emitter does nothing.
What is it that im doing wrong here?? hmmmm my head hurts.
2011-03-03 05:37:00

Author:
ghostdogg
Posts: 32


It works. Either try play mode or.........

pause, set new emitter with settings how you want, connect counter to it, then unpause. I'm not sure if they fixed it in LBP2, but in LBP1 if you emitted the total amount in create, then went to play mode. It wouldn't emit anymore because it already emitted it in create mode.
2011-03-03 07:09:00

Author:
Devious_Oatmeal
Posts: 1799


I don't know why either , as the counter is more compact, more obvious when it's on, and lies more neatly in the circuit board - but different strokes for different folks!
I can see arguments for either method. I use almost exclusively the 1-high-Counter method. But here's my main problem with these... Once they are wired, they look identical to a timer and you have no way of knowing what the settings are. So when I come back two weeks later to tweak my logic, I have to open the tweak menus to be sure of what I was actually doing/thinking when I wired it originally. Now with the Selector method, it's all right there in front of you - no guess work. I may just have to start using selectors as my one-shots from now on.
2011-03-03 08:34:00

Author:
v0rtex
Posts: 1878


When you hover over them, they should tell you what they are.2011-03-03 09:22:00

Author:
Devious_Oatmeal
Posts: 1799


I can see arguments for either method. I use almost exclusively the 1-high-Counter method. But here's my main problem with these... Once they are wired, they look identical to a timer and you have no way of knowing what the settings are. So when I come back two weeks later to tweak my logic, I have to open the tweak menus to be sure of what I was actually doing/thinking when I wired it originally.

You could put a sticker dedicated to counters (a '+' symbol?) next to it on the logic board.
2011-03-03 09:59:00

Author:
Antikris
Posts: 1340


I can see arguments for either method. I use almost exclusively the 1-high-Counter method. But here's my main problem with these... Once they are wired, they look identical to a timer and you have no way of knowing what the settings are. So when I come back two weeks later to tweak my logic, I have to open the tweak menus to be sure of what I was actually doing/thinking when I wired it originally. Now with the Selector method, it's all right there in front of you - no guess work. I may just have to start using selectors as my one-shots from now on.

Good point, but as Antikris says, you can decorate them, which I've only just started to do with my logic (like Heart sticker on health controller). Also you can change the name on a component. None of which helps poor old ghostdogg!

@ghostdogg - check your emitter settings. Often in testing you can emit objects and set counters while a level is playing, and then get lost as to what changes have happened. Also sometimes emitters can lose their object Just now I had to delete a load of emitters in a microchip and replace them with new ones, because they ahd lost the objects to emit and wouldn't change from a blank object.

So basically, try building the system from scratch instead. It will definitely work and if it doesn't work, it'll be because a setting somewhere or other is wrong.
2011-03-03 12:20:00

Author:
Shifty Geezer
Posts: 131


basically, try building the system from scratch instead. It will definitely work and if it doesn't work, it'll be because a setting somewhere or other is wrong.

When I am dealing with a tangling web of complex logic that doesn't do what I expect it to do, I place sound effects at key points. If you switch off the 'local' setting, you can hear the sound from across the level even though you have no visual contact.
2011-03-03 12:27:00

Author:
Antikris
Posts: 1340


lol, yeah turns out thats what it was, i make it new from scratch it works fine. if i try it again having reset the count just to test it again, it magicaly stops working LOL so i put in a fresh emitter and heypresto!!!

Ok so i got another quiz.
By the way sorry to be asking what you guys prolly think is simple (and prolly is) im not to good with the tech stuff, im better at level design

so question is, i got this idea now i want to make a grabbable object out of stone.
I did this by putting a material tweaker on a chip. That works now what i want to happen is for the score bubbles to only emit while the player is grabbing the grabbable stone object. (like praying at an alter and score bubbles emitted while praying. (limited amount of bubbles obviously)
2011-03-03 12:29:00

Author:
ghostdogg
Posts: 32


so question is, i got this idea now i want to make a grabbable object out of stone.
I did this by putting a material tweaker on a chip. That works now what i want to happen is for the score bubbles to only emit while the player is grabbing the grabbable stone object. (like praying at an alter and score bubbles emitted while praying. (limited amount of bubbles obviously)

Material tweaker on the stone to allow sackboy's groping. Have a fumble detector (grab switch) on the stone hooked to an emitter. The emitter will be 'on' while the stone is grabbed. Have the emitter emit price bubbles. Set the 'max emitted' to any number you like; this will make the emitter spit out no more than the desired maximum.

If the price bubbles are supposed to look like air bubbles at the same time, you could add a bubble/oxygen generator as well that will spit out real bubbles to add to the scenery. It will also give sackboy something to breath.
2011-03-03 12:41:00

Author:
Antikris
Posts: 1340


ok, self facepalm. it wasnt working cause i wasnt sending the signal from the circuitboard, i was sending it directly from the grab sencor thats attached to the circuitboard. Yup as ya may be thinking "what a noob" LOL but hey in my deffence ive only had LBP2 for a week and never played the first

Thanks to everyone for ya help, im throwing creds to all that helped me on the level description.
When it is eventualy finished ill post the level up on here
2011-03-03 14:46:00

Author:
ghostdogg
Posts: 32


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