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Workarounds for when you run out of tags?

Archive: 10 posts


Since you can't wire up an emitted object to the (non-emitted) environment, tags and sensors seem essential when you want the behavior of an emitted object to change according to events in the environment, especially when that emitted object is the most important object in your level, such as a player-controlled sackbot. The problem is that there aren't nearly enough colors of tags for all the things I want to do; eight is too few. The object needs to be able to to receive most of these tags' "signals" from anywhere in the level.

An idea I've been thinking of is to have combinations of tags lead to different behaviors. For instance, red + green means do behavior A. Green + blue means do behavior B. However, this can lead to problems if the time tags are giving out their wireless signals overlaps with one another. If red + green are on at the same time that green + blue are on, that will also be interpreted as red + blue being on. So the application of this idea is limited.

I'm wondering if it's possible to have some kind of system wherein tag combinations give out their wireless signals at regular intervals in such a way that no combination overlaps with any other. The emitted object would have to be able to "remember" that it picked up a combination signal and thus be made to act as if the signal had been continuous. This might work for my purposes since many of my tags are acting essentially as one-time switches whose job is to let the object know that an important event has taken place somewhere in the level which will never be undone. But what a pain it would be to implement all this.

Does anyone know any other workarounds for when you run out of tag colors?
(Or a glitch to give me more colors of tags? lol)
2011-03-08 15:05:00

Author:
zabel99
Posts: 179


Ummm... were you aware that you can now also name tags? That along with color can give you a ton more combinations. 2011-03-08 15:18:00

Author:
jwwphotos
Posts: 11383


Have you tried to label them? It works same way as colors: you need same label in tag and sensor.2011-03-08 15:22:00

Author:
waD_Delma
Posts: 282


like the others have said, with the labels you can have far more than 8 tags.You just have to make sure to label the tag sensors the same thing as the tags. You can have 100 labels, so that's 101 tags per color (unlabeld counts too). If you plan well that's a potential 808 tag/sensor pairs.2011-03-08 16:18:00

Author:
tdarb
Posts: 689


I got to say..
I kinda laughed about this thread.

inf. tagnames ftw!

So now you know OP,
Look around on forum before posting long texts.

2011-03-08 16:21:00

Author:
Luos_83
Posts: 2136


Like the other labeling them will give you much more flexibility in your creating but it could get a bit messy2011-03-08 16:30:00

Author:
craigmond
Posts: 2426


dont have to be messy.

for instance,
me and clay allways use the same setup.

CNT - Name of contraption - Whatever it needs

i.e.

CNT - Door - Doorsounds

or BOTS - Claybot - Idle

or Global - Sounds - OFF

etc.

that way its allways easy to find whatever you need,
and if you have a co-creator, you know nobody will mess up the list.
2011-03-08 16:34:00

Author:
Luos_83
Posts: 2136


that's a good system.

I use a similar system, but I also group them by colors. On my current level I am using the default green for path tags, red for environment tags, blue for the player, and then within those I am using the labels. This way I can reuse the score-add10 label to add to my custom score pool from any of the colored tags, and immediately know where that one came from.
2011-03-08 16:59:00

Author:
tdarb
Posts: 689


Tag IDs are also arranged alphabetically, plus you can scroll page by page through you tag names. Very handy when you're working with 100 tag IDs in a level.

I do something similar to tdarb. Actions are typically labeled blue or red depending on friendly/foe. Orange tags are for level events (i.e. gameplay progression, scoring, etc). Green are generic for things like targeting etc. Yellow for game events (i.e. spawning enemies). You get the idea.

And for whatever reason I'm still stuck in my old days of programming and I prefix all of them with _
2011-03-08 17:30:00

Author:
Thegide
Posts: 1465


Awesome! I had no idea you could do that. And yes, I did look around the forum before posting.2011-03-08 19:11:00

Author:
zabel99
Posts: 179


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