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#1

Help to Cancel a Signal for X amount of seconds.

Archive: 3 posts


Hello. I'm new to LBP Central, and despite I've just recently created an account, I've been checking the website, more specifically the tutorials section of the forums every now and then, and I've found many interesting and helpful things, some I wasn't even looking for. So I guess the first thing I'd like to say is that all of you rock

Now for the actual question...
I've built a Walker Mech. Kinda robot thing with several functions, and one of them is to have a mini-sackbot jumping out of a secret compartment to reload the weaponry. I recorded it's animations and timed the animations so at very specific times, it gives the illusion as if the bot was actually reloading each weapon. All that works just fine, but my problem is that when I make the robot Walk, sometimes the Sackbot's animations may go off-sync, making the whole "system" look faulty. Now the only solution I can think of to this is to make it so when I do the buttons combination and the sackbot-reloading sequence starts, the Mech stops walking, but there's my problem. I've tried several ways to make the Mech's walking functionality to stop working during the 26.4 seconds that the reloading "system" takes to finish, but to no avail; either I can make it stop, but then it goes walking again when I push the left stick, or I can make the Mech stop walking, but when I tap the left stick to either left or right the Mech starts walking again, and no need to keep pushing the stick even, it just won't stop.
What I'd need is a way to make it so when I tap L2 and R2 at the same time, the Left-Stick stops working for 26.4 seconds, and so it won't send a signal to the AND gate, which sends another signal to the Pistons that make the Mech walk (that being something to point out; I'm not using movers of any kind for the Robot's motion, I'm only using pistons set to specific pause times and Sync times). After the time is done, it should be fine to start walking again.

Again, I've tried so many ways to do this, and read all over the tutorials section to see if anything would help; I've come across the NOR, NAND and NXOR gates descriptions, and tried to implement them, but either it just doesn't work, or I can't fully understand how they are really supposed to work. I have also come across the very helpful tip that you can wire something to a microchip's input, and so make a whole section of your logic to start/stop working upon your action, but even that doesn't really work, because I would need to implement the rest of the functionality to that, that is, that the microchip stops working for the amount of time no matter how much I push the stick, and then it works again.

This may be a very dumb problem, and most of you might actually have the answer without even going into LBP to check if it works, but again... I've been smashing my head over and over with it and it's just beyond me

I don't expect anyone to hand me the solution or the whole thing already built so I can just copy. I would really like to learn from my mistakes if possible, and I would appreciate any tips you could give me.

Thanks so much in advance, and apologies for the wall of text... over-describing likely pointless facts is one of my default perks x_x.

NOTE (Just in case anyone would like to recreate the Walker): The Mech's walking consist of 4 pistons. The first 2 connecting the "thigh" objects (which are glued onto the "body" piece) to the "knee" objects, and the other 2 pistons connecting the "knee" objects to the feet.
-First 2 pistons: Both Maximum Lengths are set at 17, while the minimums are set to 7.7. Stiffness is set to -Yes-, and "Time" and "Pause" are set to 2 and 1 seconds respectively. The only difference between the 2 is the "Sync" time, which is set to 2 seconds for the right Piston, and 0 seconds for the left.
-Lower 2 pistons: Only difference from above is the Minimum Length for both, which is set to 8.2, and the Sync times, which are set 3 seconds for the right piston, and 1 second for the left.

P.S.: The only way I could figure out, is to wire 4 anti-gravity tweakers to both "knees" and "feet", and set the anti-gravity values to 0% and Dampening to 100%. This somewhat works, but it doesn't work 100% right, and depending on the Mech pistons' positions, it whole Robot sometimes twitches up/down a bit, which wouldn't be a problem if it wasn't for the fact that minimal twitch can be just enough to send the sackbot's animations off-sync, or make the piston that moves the Hatch (that leads into the cockpit of the Mech) to move a bit, even while set to stiff, and so when the hatch closes, it doesn't close fully.

P.S.2: I'm fairly new to LBP and LBP 2, and I thought I could place myself in an Intermediate level of knowledge as far as logic goes, but something tells me I'm still a rookie <_<
2011-03-06 17:25:00

Author:
MonarioBabii
Posts: 128


I didn't read everything =P but to answer the /title bold part: use a timer, invert its output, set the current and max time to 26.4 seconds, connect it to an AND gate, then conect the signal you want to suppress to the other input of the AND gate; when you need to suppress the signal just send an input to the reset input of the timer2011-03-06 17:42:00

Author:
Shadowheaven
Posts: 378


I didn't read everything =P but to answer the /title bold part: use a timer, invert its output, set the current and max time to 26.4 seconds, connect it to an AND gate, then conect the signal you want to suppress to the other input of the AND gate; when you need to suppress the signal just send an input to the reset input of the timer

Oh God! That works! D: Only I didn't invert the output of the timer, but everything else... it works just as I've been trying to!
Thank you so much Shadowheaven! I guess I really need to get my head around gates... I feel so dumb. There I was posting a wall of text, and all I needed was a timer wired to an AND gate D:
I OWE YOU!
2011-03-06 18:27:00

Author:
MonarioBabii
Posts: 128


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