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Destroyers on robotic limbs not working! >_<

Archive: 4 posts


Help!
I have it set up so when you jump out of my humanoid robot, and you don't use it for 60 seconds, it will self-destruct. The problem is that the destroyers aren't really destroying everything, but only the main piece (the body, where the logic is); The body destroys, and then the arms and legs just start squirming about aimlessly. I have the timer connected to the Destroyer in the body but also the destroyers on the limbs. I've even tried adding a little delay, that is, 2 timers; One timer set to 0.1, and when it's full it'll trigger the destroyers on the limbs, and then the other timer set to 0.2, that will destroy the body. Theoretically, the limbs should destroy first, but not only they don't, they do not get destroyed at all :/ I have also tried turning on 'Include Rigid Connections', and no luck either. The limbs are of course connected to the body through wobble motors and pistons, not glue.

Any ideas how to fix this?

I'm not posting the self-destruct mechanism because I don't think it's relevant at all, given it works perfectly for the body, and thus should work the same for the limbs >_< If anyone actually needs the logic, I can post it of course.

Thanks a bunch in advance!

Edit: The only way I can think of to make this work (and is actually what I ended up doing, so it does work) is to add a microchip with the same self-destruction logic to every limp I want to explode. At the same time the timer on the body starts, the timer on the limbs starts as well, regardless if the limbs are still connected or not, and each system is connected to it's own Destroyer of course.
This is a messy work-around though, and I'd still love to hear if any of you guys can come up with a way to solve this, or what am I doing wrong; Perhaps what I want to do is just not possible?
2011-03-15 04:26:00

Author:
MonarioBabii
Posts: 128


well, instead of putting the entire microchip, you can just put the destroyer on the limbs and attach that to the same lead that goes into the destroyer in the chip on the body.

I haven't played with destroyers a lot, but is there an option to include connectors?
2011-03-15 09:22:00

Author:
tdarb
Posts: 689


In the case of a few things like timers that may need a fraction of a second to tell everything it's attached to outside of it's chip that it's full and initiate a destroyer (or logic event) on another object/chip, if the "full timer" is destroyed before the action can complete, it sometimes doesn't happen at all due to a minor delay. Think of it like trying to use on-impact to trigger and destroyer and expecting the same switch wired to a sound to trigger the sound - the sound gets destroyed and never plays even though it was triggered, hence the 'on destruction' setting for sounds.

I'm not sure why a 60 second timer for the limbs, and a 60.1 second timer for the body isn't working. Maybe you'd be best off putting a destroyer chip on the other unattached limbs. Put a tag on the body, and an inverted tag sensor to the destroyers on the limbs. When the body disappears, the inverted tag sensor will activate, and trigger the destroyers. It's not really that messy a workaround, but the mystery of your problem deems it necessary.
2011-03-15 12:23:00

Author:
Unknown User


Thanks for the inputs
Yeah I think I'll just keep the chips, after all the 'whole logic' is just a counter and a reset button; The Triangle button (Exit button) is wired to the Start input of the timer, and the controllinator's controls input is connected to the counter. Then counter wired to the Timer's reset input.
It did occur to me that I should need a tiny delay between destroyers, but that didn't work either, and like you said Ninja, it is a mystery why isn't that working o.o

Anyway, thanks again! I guess is just one more thing I need to keep in mind for future reference as far as limitation goes.
2011-03-15 20:16:00

Author:
MonarioBabii
Posts: 128


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