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#1

Batteries Bug

Archive: 16 posts


Is there a way to solve it/work around it? D:

I have the second version of my little robot finally working on a Sequencer, and the way I have it set is with batteries; Arranging the batteries across the Sequencer's circuit board tells each part of the legs when and for how long to move.

Now the problem is that, after some time, batteries stop working :/ They light up accordingly when the Sequencer's bar thing moves across them, and even the wires light up letting me know the electric signal is "flowing", but that's just a visual effect... the signal is not really going anywhere. I've read somewhere in here in another thread that this is in fact a bug of sorts and is just not meant to happen, nor is a mistake on my end programming the logic.

In the awful, probable case that there's no work-around for this until MM does something about it, is there any other way/s I could make my little robot legs work with the Sequencer? Any other tool that could be activated when the Sequencer's bar moves through it? (I saw someone stamping down a Microchip in a Sequencer's circuit board, in some video tutorial, that only activates whenever the sequencer's bar moves across it, but then, the microchip would need a battery anyway, so it can feed the various pistons and motors D: )
2011-03-19 11:06:00

Author:
MonarioBabii
Posts: 128


Hmmm Tags and Tag sensors (tags in sequencer tag sensors to things that you want to sequence), but they need to be in different root microchip in order to work, but would make sure if there really a bug with batteries or something is wrong in circuit. Make sure you didn't made nodes instead of plugging yo input this is quite common mistake2011-03-19 13:25:00

Author:
Shadowriver
Posts: 3991


I know what you mean about batteries. Thay are supposed to give a permanent ON signal but they don't so it's probably a bug.

However, although I'm not good with logic I do know that if you have them on a sequencer which only plays once, i.e. it doesn't loop, and the right edge of the battery is flush with the right edge of the sequencer they will stay on. Do you know that you can "stretch" the batteries to the length you require when they are on a sequencer? So if you have several batteries on one sequencer and, for instance, you want them to switch on at different intervals but all stay on, then you just need to make them different lengths so that the left edges are spaced and the right edges all align at the right edge of the sequencer.

LOL, that's harder to explain than to actually do! Does that make sense?
2011-03-19 13:44:00

Author:
mistervista
Posts: 2210


Hmmm Tags and Tag sensors (tags in sequencer tag sensors to things that you want to sequence), but they need to be in different root microchip in order to work, but would make sure if there really a bug with batteries or something is wrong in circuit. Make sure you didn't made nodes instead of plugging yo input this is quite common mistake

Tags instead of batteries is brilliant. I'm gonna try this And no, problem is not in my circuit Like I said, they work fine, and then given some time, batteries stop working; Their visual effects along with the effects on the wires still work, but the functionality doesn't.


I know what you mean about batteries. Thay are supposed to give a permanent ON signal but they don't so it's probably a bug.

However, although I'm not good with logic I do know that if you have them on a sequencer which only plays once, i.e. it doesn't loop, and the right edge of the battery is flush with the right edge of the sequencer they will stay on. Do you know that you can "stretch" the batteries to the length you require when they are on a sequencer? So if you have several batteries on one sequencer and, for instance, you want them to switch on at different intervals but all stay on, then you just need to make them different lengths so that the left edges are spaced and the right edges all align at the right edge of the sequencer.

LOL, that's harder to explain than to actually do! Does that make sense?

It does make sense! And I already knew that but that's not really the problem However... this bug seems to trigger only in create mode... I've tested letting my controller on and the game un-paused in create mode for some time, and shazzam, after some time the batteries stop working. Now, I did the same in actual play mode, and this bug doesn't seem to happen. If this is actually the case, then it's just plain annoying anyway <_< because it's nice to get to test your things without having to save and going into play mode every time D:
2011-03-19 13:59:00

Author:
MonarioBabii
Posts: 128


Okay... I've just tried the Tags and Tag sensors idea and, I'm sad to say the 'bug' doesn't seem to be triggered by batteries, but the sequencer itself somehow? :/ Or maybe it's just a coincidence that batteries and tags both stop working after a while.
I'm 100% certain it's not my circuit's fault, because there's absolutely nothing that could make the thing stop working :/ And even if there was something that could make the sequencer stop working correctly, it would actually -stop working-, as in, no lights, no sequencer bar moving across the board, and the tags/batteries/wires wouldn't light up.

I'm super confused. If someone else would like to give this 'bug' thing a try... What I have is:
-A sequencer inside a Microchip on the body.
-The sequencer has 8 batteries in it, and each battery feeds one of the 2 components from each leg, summing up to 4 wobble motors and 4 pistons total (it's a Quadrupedal [four-legged] robot).
-The sequencer is set to Start/Stop (although I've tried with Directional and it's the same thing).
-The 4 wobble motors and the 4 pistons are set to Single Cycle.
-The left stick is wired to the Start/Stop Sequencer's Input.

If you rather do so with tags instead of batteries, just place tags instead of batteries within the sequencer's circuit board, name each tag something like, Wobble 1, Wobble 2, etc, and then place a tag sensor with the appropriate tag name on each part of the legs, that is, 4 thigh/hip pieces and 4 shins/feet. Then connect each tag sensor's output to the corresponding wobble motor/piston (Can't imagine why you'd wanna take the longest road unless you've found the batteries bug and would like to test tags as well).

Thanks a bunch in advance, though I don't really expect anyone to be able to fix this or find a work-around :< just merely sharing what I think is a very annoying bug.

Note: If you -are- going to test this, make sure you are in -Create Mode- and let the sequencer work for a while. I'm not sure exactly how much, and it seems rather random, but it's not instantly :/ Everything works just fine at first, and then after a while, it breaks.
2011-03-19 16:07:00

Author:
MonarioBabii
Posts: 128


1) Try replacing your sequencer itself.

2) Try making a microchip with a timer that goes from 0.0 to 1.0, and attach a battery with 0% power to it. Then tweak the current state of the timer for the strength of the signal (if you need it). Then replace the batteries with those microchips.
2011-03-19 18:00:00

Author:
Yofig
Posts: 288


What would the Microchips idea do? Why would you need a battery wired to the timer, and... 0% power? D: I'm confused...2011-03-19 18:21:00

Author:
MonarioBabii
Posts: 128


What would the Microchips idea do? Why would you need a battery wired to the timer, and... 0% power? D: I'm confused...

It would have the same effect as a battery, but without using a battery directly.
2011-03-19 18:25:00

Author:
Yofig
Posts: 288


2) Try making a microchip with a timer that goes from 0.0 to 1.0, and attach a battery with 0% power to it. Then tweak the current state of the timer for the strength of the signal (if you need it). Then replace the batteries with those microchips.

So I'm confused about this too. So to clarify, do you hook the battery to the timer input or to the microchip activate? And if you hook it to the input of the timer what do you set the input action of the timer to? Also correct me if I'm wrong but if this method works as a battery replacement, the length would not be adjustable on a sequencer am I right?
2011-03-19 19:19:00

Author:
riverad08
Posts: 104


...make sure you are in -Create Mode- and let the sequencer work for a while. I'm not sure exactly how much, and it seems rather random, but it's not instantly :/ Everything works just fine at first, and then after a while, it breaks.

Could be 160-hour bug. Try capturing the Sequencer, and placing it in a new level.

The only other instance where I've seen batteries on a sequencer failing is where there were a huge number of them, like hundreds.
2011-03-19 22:12:00

Author:
Aya042
Posts: 2870


Or you could try this:
1.Get a sequencer with 8 inputs/outputs.
2.Add a timer for each output on the sequencer. Make sure they are set to Start Count Down, then set the time you want.
3.Hook up the outputs of the sequencer to the corresponding timers.
4.Get 8 microchips out. (1 for each output.)
5.Put one battery in each microchip.
6.Connect each timer to their corresponding microchips.
7.Get out 8 NOT gates and 8 AND gates.
8.Hook up the outputs of the timers to the corresponding NOT gates.
9.Hook up the NOT gates to the corresponding AND gates.
10.Hook up the sequencer outputs to the other input of the corresponing AND gates.
11.Hook up the AND gates to the next output of the sequencer.
12.When you get to the last one, you can connect the AND gate to a delay timer, or directly to the first input.
(If you use a delay timer, remember to connect that to the first input!)

If you don't understand this, send me a PM and I will try to send you a pic.
2011-03-20 02:02:00

Author:
Green-Tomato
Posts: 140


Or you could try this:
1.Get a sequencer with 8 inputs/outputs.
2.Add a timer for each output on the sequencer. Make sure they are set to Start Count Down, then set the time you want.
3.Hook up the outputs of the sequencer to the corresponding timers.
4.Get 8 microchips out. (1 for each output.)
5.Put one battery in each microchip.
6.Connect each timer to their corresponding microchips.
7.Get out 8 NOT gates and 8 AND gates.
8.Hook up the outputs of the timers to the corresponding NOT gates.
9.Hook up the NOT gates to the corresponding AND gates.
10.Hook up the sequencer outputs to the other input of the corresponing AND gates.
11.Hook up the AND gates to the next output of the sequencer.
12.When you get to the last one, you can connect the AND gate to a delay timer, or directly to the first input.
(If you use a delay timer, remember to connect that to the first input!)

If you don't understand this, send me a PM and I will try to send you a pic.

I understand The issue is not on the batteries system though, and the batteries work just fine without glitching in playmode. Only when I'm in create mode, and un-paused, after a while, it's like their signals lose all the strength; The batteries and wires still light up just the same as if they were working, except whatever is wired from the batteries doesn't work anymore D: Also tested this with Tags, and the same thing happens :< I don't really want to keep changing the system, given the very first thing I tried works, but it's rather annoying that is happening.


Could be 160-hour bug. Try capturing the Sequencer, and placing it in a new level.

The only other instance where I've seen batteries on a sequencer failing is where there were a huge number of them, like hundreds.

I'll do that Question though, regarding the 160 hour glitch. What if it does happen? Is there a way to work-around it? say, just put all the stuff into another level and get another "160 hours"? Will this glitch affect stuff in play mode, if say, you got the glitch in create mode, and saved the level with the glitch in-place?
Thanks a bunch in advance!
2011-03-20 08:21:00

Author:
MonarioBabii
Posts: 128


Lol, the 160 could fit in the since that it happens at a certain point. It would be good to try it copied into a brand new level. Also do you have stickies that activate or is your level full? I had a full thermo cause sequencers to fail before, also had the 160, but that stopped the pistons set at .1 or .2 time.2011-03-20 08:54:00

Author:
celsus
Posts: 822


Hey! No no sticker sensors or full level. It's just a tests level on my moon I have a concept for a level but haven't started yet, I'm trying to first build all the small components, since it'll be a 2 or 3 levels interlinked kinda level.
I'm just about to test the sequencer in a new level now, see what happens :o

Up-date:
-Okay... So no matter what I do, the time it takes now for it to fail is about one minute from the moment I un-pause the game. My guess is that every time I save the level, the time that has been summing up gets stored, and so the time I have until stuff fails gets shorter and shorter >_> First thing pointing out that it might actually be the 160-hour glitch D:
-I tried putting the whole robot object, sequencer included into a new level, and walked around with it for about 5 minutes; nothing breaks, legs work like a charm fluidly without stopping.

It definitely -is- the 160-hour glitch <_<

Is there a way to fix this or work-around it? D: Is it copying stuff to a new level and starting over/continuing your work there the only solution?

Thanks a bunch in advance, especially Aya for pointing out what it could be; I guess it was pretty simple to spot for someone who has been around creating for some time, but it got me all confused because someone posted in some tutorial thread that it could be a bug with the batteries themselves D: Since apparently they got it themselves, but it was probably this as well.
2011-03-20 16:15:00

Author:
MonarioBabii
Posts: 128


If it was the 160 you could complain to MM and report it, but they never even responed to me email where i sent them data from every level I had that had the bug. For about a year I though that pistons did not work with time settings less than .4 seconds. Suddenly when it hit to .5 or so I started asking and found it was the bug. I fixed it in one level by transferring it to LBP 2. But sad to say I may have just lucked out. From what i heard the only way is to capture and place in a new level. There is a thread on how a second player can help you see if you have captured the whole level and to place it in a new one. The issue I ran into was if I ever tried this meathod my PS 3 would crash every time I placed the level.2011-03-20 17:31:00

Author:
celsus
Posts: 822


Thanks Yeah I'm not even going to waste my time or theirs reporting it. I figure by now they must be flooded with these kind of messages, if there really are millions of published levels; my level is not really a "level" per say anyway, so it's rather easy for me to just port everything over but I'll definitely be a lot more careful when I start creating the actual level where I'll put all these things in.2011-03-20 17:45:00

Author:
MonarioBabii
Posts: 128


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