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#1

Controllinator works in create mode and does not work in play mode

Archive: 13 posts


I am using a transmitter and receiver contollinator set up with a label . The set up works perfect in create mode but does not work at all in play mode . any help or suggestions would be great .2011-03-25 02:20:00

Author:
Unknown User


You need to be a little more specific about the levels circumstances but you might be having the same problem as in this thread.
https://lbpcentral.lbp-hub.com/index.php?t=53110-controlinator-not-working-in-play-mode
2011-03-25 05:07:00

Author:
riverad08
Posts: 104


I got it to work but my transmitting controlinator has to fairly close to the receiver . The transmitter is stationary and the receiver is on a moving object .As long as I start the sequence with the transmitter and receiver within range I can go clear across the map , start outside the range and nothing . Is there a way to extend that range I've tried several things nothing worked to expand the transmitters range ?2011-03-25 07:37:00

Author:
Unknown User


There are no ranges attached to controllinators, as far as I know. The master transmitter should have no problem signaling to the receiver controllinators provided they are the same color and tag (if applicable).

When you say "as long as I start the sequence...", what exactly do you mean? My suspicions are that you have some other bit of logic that's impeding your receiver from behaving properly. Having no other information on what you're building or how you've wired it, it's nearly impossible to troubleshoot from this end. Or, you've encountered some kind of bug I've never heard about.

In cases like this, I recommend simplifying your design in a workshop to test individual issues. For example, if you suspect transmission is limited by range, you could test this in a blank level using nothing but a transmitter and receiver on separate objects, and wire the "active" output on your receiver to something obvious (i.e. a light) located near your transmitter. Then you could test their relationship at different distances in play mode and this would tell you whether your problem is range or something else.
2011-03-25 14:42:00

Author:
Thegide
Posts: 1465


That is a great idea I will do workshop test and check the range thing for sure . Thanks for taking the time . I guess I have just been working to long on it .Maybe the level is tainted I did create a neon object moved it and now it can not be removed , the popit will not even recognize the object all all . Probably nothing though it's no where near the area with the controlinators .

I am working a Zaxxon tribute . Very heavy amount of logic . I have forty or so sequencers in the level as well 25 or tag labels on tag sensors. Tags and sequencers making the gas guage work , triggering battles at the end of each stage , Respawning enemies set to endlessly spawn after destroyed etc . Truth is I am in way over my head . The wiring in the fuel gauge logic alone if all microchip are open at the same time it drags everything to a grinding halt , 48 microchips containing 48 selectors hooked to endless 0R logic . Minus fuel by timer , add fuel destroy fuel barrel hooked to a sequencer on a hologram with a tag in it all sending tag sensor signals to sense itself , respawn etc . That alone could have killed me .
Hopefully I finish soon . Thanks again for the great idea gonna try it soon .
2011-03-27 09:07:00

Author:
Unknown User


Oh! Your popit doesn't recognise an object? Does that mean you cannot alter any of the logic? I have had something like this. It happened twice in a level I had with very heavy logic, I think it's a glitch, random objects just seemed to 'crash' and I couldn't alter them nor would they work properly in play mode. What I did was copy and paste the whole thing and deleted all logic on it. Then I placed a new circuit board on it, and copied all of the logic over from the original, and deleted it afterwards. It was the circuit board itself I think that became glitched. That's what a remember anyway, was a few weeks ago now, solved the problem though despite how annoying it was. The best solution is to have regular multiple saves and constantly test when you add a lot of components to see if everything still works fine.2011-03-27 13:04:00

Author:
Xaif
Posts: 365


Did a test and the controlinator worked perfect at any range . Xaif the object that I cannot remove is a " Fuel barrel "that I copied part of the level and moved it as soon as I realized it I tested the level and it worked fine . I am not really sure how or why it stayed there I am wondering if somehow it's causing problems now .I do make copies of the levels I just think I added to much logic without testing like you suggested . I will take the advice for sure on replacing the circuit board . Fingers crossed . Thanks for the advice2011-03-31 07:45:00

Author:
Unknown User


I have had things vanish from being able to grab with the pop-it. I had to ppaint materials over it, and sometimes old fashioned glue items to it to make it reappear to teh physics world.2011-03-31 08:16:00

Author:
celsus
Posts: 822


That is a great idea I will do workshop test and check the range thing for sure . Thanks for taking the time . I guess I have just been working to long on it .Maybe the level is tainted I did create a neon object moved it and now it can not be removed , the popit will not even recognize the object all all . Probably nothing though it's no where near the area with the controlinators .

I am working a Zaxxon tribute . Very heavy amount of logic . I have forty or so sequencers in the level as well 25 or tag labels on tag sensors. Tags and sequencers making the gas guage work , triggering battles at the end of each stage , Respawning enemies set to endlessly spawn after destroyed etc . Truth is I am in way over my head . The wiring in the fuel gauge logic alone if all microchip are open at the same time it drags everything to a grinding halt , 48 microchips containing 48 selectors hooked to endless 0R logic . Minus fuel by timer , add fuel destroy fuel barrel hooked to a sequencer on a hologram with a tag in it all sending tag sensor signals to sense itself , respawn etc . That alone could have killed me .
Hopefully I finish soon . Thanks again for the great idea gonna try it soon .

Sounds like you've at least narrowed down the problem and it's not related to the controllinator remote communications.

If your microchips are killing your framerate, try moving components closer together to shorten the wires. This worked for me when I had 30 connections rerouted through 10 OR gates and all kinds of criss cross going on.

As for your undeletable object, can you glue anything else to it? or bury it in a slab of material? Sometimes doing this can reactivate dead items and you can delete them by deleting the objects attached to it. Doesn't always work though. In LBP1, I had to manually copy the contents of my level to a new level to fix a problem with unselectable objects.
2011-03-31 16:24:00

Author:
Thegide
Posts: 1465


Thanks guys I will try the glue technique and the bury technique and see how it . I will also move components closer , hopefully it goes well and I see a difference . I am a little bummed I won't be finishing in time to enter the "Retro arcade" contest . Honestly though I had no clue how to use any real logic of any complexity at all when I started this level .I have got so much great advice , tips and wisdom from peoples knowledge of logic it's crazy . It's hard to be to upset with how much I have learned , at this point I just want to make a good Zaxxon level . I just thought it would be cool , it was the first game I remember that gave the illusion of " three dimensions " or " three layers " kind of kin to LBP in a way . All the entries I have played were pretty stellar any how . I will just have fun working on it and get it as close to " authentic " as I can , even if it takes another month ha ha . Thanks again for your time and help everyone !!!2011-04-01 07:08:00

Author:
Unknown User


I'm having a similar problem. The controlinator works in create, but not in play mode. This morning it was working, but since then, i added more things in that area and now it's not responding anymore. Maybe it's too dense with things. Also, the controllinator is far away from the objects it controls.2011-04-02 18:16:00

Author:
Unknown User


got it! the problem was because of the "active" imput from the controllinator. i had the camera attached to it and when i deleted it, it works. now i can't attach anything from it, so i'll have to find another way with the camera.2011-04-02 20:21:00

Author:
Unknown User


got it! the problem was because of the "active" imput from the controllinator. i had the camera attached to it and when i deleted it, it works. now i can't attach anything from it, so i'll have to find another way with the camera.

Mmm.. gotta look into that too, since I'm having a similar problem. Maybe it's also because of the camera.

Thnx. Haven't thought of that one yet.

UPDATE:

This is the solution that worked for me. Found it between the tutorial movies on this board (https://lbpcentral.lbp-hub.com/index.php?t=46908-LittleBigPlanet-2-Tutorials-and-Games).
http://www.youtube.com/watch?v=XB_cnmm1uWQ
2011-04-03 11:16:00

Author:
Maulerr
Posts: 1


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