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Controlinator Logic Help

Archive: 11 posts


I am trying to make the controlinator perform a specific task, but I can't seem to quite figure out the logic to make it work. Let me explain what I am trying to do:

I have a controlled object that will emit a stream of projectiles when I hold the R1 button. I ant it to essentially have an "overheat" feature. If I hold R1 for, say, 5 seconds, and emit the projectiles for 5 seconds, the emitter will shut down and not emit until the object has "cooled off".

If I held R1 for 4 seconds, then let go, the object will begin cooling down, but I would still have 1 second worth of emitting at time=0 upon releasing R1 (and gaining back more time as I am not pressing R1).

Think of a bar that fills up as I hold the button and empties as long as I am not holding R1. If I hold R1 for too long and the bar gets completely full, the function is prohibited until the bar empties completely back to 0 (after 5 second wait, regardless if I press R1 again or not).
2011-03-16 02:51:00

Author:
getyourwings5
Posts: 35


Hey, I actually may know this one, I set one up on my level for a ship...so if all else fails you could beat the level...but it may require 100% items found or no deaths...so perhaps best to save that for a last ditch effort.

I did something like this...

R1-timer direction (I think it is direction...the one that goes up as you hold the R1 and goes down when you let go)
-timer dirction inverted
-Emit

Timer direction max-dual link xor emitter
-timer count down (I think you can add an xor to it to prevent the player from holding the R1 while it cools, but doing so will)
Timer countdown-reset all other timers

It was something like that, also add a danger tweak for fire to gun to add overheat flames and a holo for red glow to gun set to directional invert
2011-03-16 03:44:00

Author:
celsus
Posts: 822


It's fairly simple, see attachment. The timer is set to Forward/Reverse.

32140
2011-03-16 06:01:00

Author:
Dr C
Posts: 122


The problem with that version is it auto unheats in a split second. The second timer allows an overheat penalty where the user has to wait to fire again, and allows the timer to reset.2011-03-16 06:49:00

Author:
celsus
Posts: 822


The problem with that version is it auto unheats in a split second. The second timer allows an overheat penalty where the user has to wait to fire again, and allows the timer to reset.

Nope, if you exceed the 5 second firing limit the timer needs to discharge fully before it will fire again.
2011-03-16 07:09:00

Author:
Dr C
Posts: 122


Lol, sorry I missaid that, it is only a 5 second for 5 seconds, so you can't have a short recharge compared to a second for second exchange...which may not matter, but for some reason I felt weird when it was second for second and added the other to make the cool down less than the build-up.2011-03-16 07:14:00

Author:
celsus
Posts: 822


Lol, sorry I missaid that, it is only a 5 second for 5 seconds, so you can't have a short recharge compared to a second for second exchange...which may not matter, but for some reason I felt weird when it was second for second and added the other to make the cool down less than the build-up.

I've built circuits that take longer to discharge than charge too, a single timer with some analogue bias applied is good for those situations. In this case though, the OP did ask for a 1:1 charge/discharge time.
2011-03-16 07:21:00

Author:
Dr C
Posts: 122


How 'bout just input the timer (directional) (so it's coming back down when R1 is released). Then have a NOT gate with its default settings. The output of that goes to an AND gate and the output of that is the emitter.

The other AND gate port needs to be R1 so that when you fire the emitter turns on, however when the timer is full it stops until there is a free space anyway in the timer (0.1).

So basically, I realised the stuff I just typed up there is FLAWED because once the timer is at full the player can keep tap R1 as soon as there's a 0.1 second space in the timer... That means they can continually mash and shoot.

I'll keep thinking...
2011-03-16 08:25:00

Author:
mutant_red_peas
Posts: 516


Good catch, but with the feature, won't R1 still cause the countdown to pause? Or was F/R on when it hits one side, and then not off until it hits the other side again? I am sure I added the other logic for a reason. I had it set like that, and then put in some XOR and two more counters...now I am starting to wonder why. Crud I need to double check my logic...any extra freed thermo will help my level.2011-03-16 17:33:00

Author:
celsus
Posts: 822


Good catch, but with the feature, won't R1 still cause the countdown to pause? Or was F/R on when it hits one side, and then not off until it hits the other side again? I am sure I added the other logic for a reason. I had it set like that, and then put in some XOR and two more counters...now I am starting to wonder why. Crud I need to double check my logic...any extra freed thermo will help my level.

yeah, if you hit the input for a f/r timer it won't turn on until it fills then won't turn off until it empties.

how about putting r1 to a counter set to 1...output of counter to a countdown timer for say five seconds. out put goes to the emitter aswell as a count up timer set for how ever long you want your cool down to be, then output of count up timer goes to reset for counter...now I know this will not allow for you to use any unused time, because once you hit the button it will project for the designated period of time everytime. let me think on how you might be able to utilize a f/r timer for this effect.
2011-03-16 21:07:00

Author:
Unknown User


*Tap tap*. Is this thing on?
>> Clickety click (https://lbpcentral.lbp-hub.com/index.php?t=53013-Controlinator-Logic-Help&p=806434&viewfull=1#post806434) <<
2011-03-17 04:38:00

Author:
Dr C
Posts: 122


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