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#1

Batteries on sequencers..

Archive: 17 posts


Hey there!

Hopefully it's just something that I have overlooked, or whatnot, but could someone please please please tell me why batteries sometimes give a 100% signal even though they are being placed on a sequencer that isn't running???
2011-03-31 16:27:00

Author:
Discosmurf
Posts: 210


They should only give a signal if:
- The sequencer head is over them
- The sequencer head is just on their right hand side (and I mean just)
The second point means if a sequencer has finished, and the battery is on the right hand side, it will activate it. Which means if you want everything to cut out after it's finished, you either have to reset the sequencer or make it just longer than you need.
2011-03-31 16:30:00

Author:
thor
Posts: 388


Depends what you mean by running. Wherever the positional needle sits on the sequencer, is where the sequencer is active, even if the sequencer is not playing. A stopped sequencer is still "ON" technically unless the position is set to 0 (0% position) in which case the needle is not present.

A sequencer that has played to it's end remains on, because the needle sits at end (100% position). Therefore, anything touching the right-boundary of a sequencer will remain active after the sequencer has played, unless it is set to loop.

If your battery is touching the right side and you want it to turn off, just increase the size of your sequencer to include a bit of blank space at the end.
2011-03-31 16:36:00

Author:
Thegide
Posts: 1465


None of your pointers apply, I'm afraid. I'm aware of all of that.

I'm placing a battery fresh out of the Tools bag onto a sequencer that isn't running and the moment I place it, it's outputting 100%.
2011-03-31 16:39:00

Author:
Discosmurf
Posts: 210


Pause mode fixed it... But why??2011-03-31 16:40:00

Author:
Discosmurf
Posts: 210


If you make a new empty level, slap down a sequencer with a battery on it, does it still happen?

And do you mean that pause mode fixed the problem for good? Or it just shuts off while in pause mode?

I've had switches that fail to respond to an input even though they should be. Sometimes detaching the switch and replacing it fixes it. Think its one of a thousand LBP2 bugs.
2011-03-31 16:54:00

Author:
Thegide
Posts: 1465


I've noticed that if I have a battery on a sequencer (not running) and if I move the battery it will "turn on" if I'm not in pause mode. Solution - pause before moving stuff on your sequencer. (yes, Thegide is probably right about this being a bug too)2011-03-31 17:17:00

Author:
Morgana25
Posts: 5983


I've had that problem as well Morgana, but from what I know from the forums it's a common issue.

@Thegide: When I tried placing it while unpaused it started outputting, but when I paused and then placed it I somehow "tricked" it to stay off.

Yeah, I've encountered so many weird bugs! Like this one:

http://ic.lbp.me/img/ft/fdc969f092bcf4449abdd29f90d9cf6ade32c6ee.jpg

That's a counter that's refusing to reset.
2011-03-31 17:26:00

Author:
Discosmurf
Posts: 210


That's a counter that's refusing to reset.


If you invert one of those gadgets and then put it back to normal, will that cause the counter to reset?
2011-03-31 17:34:00

Author:
Chazprime
Posts: 587


I think i had a glitch happened to me, I was making my first random movie ever, and i got a battery on the centre of the block/stripe on the sequencer, it not working, but if i place it on the begining of the block/stripe, it worked. not sure if i was using a battery or a tag, cannot remember...2011-03-31 17:41:00

Author:
ShiftyDog
Posts: 293


I had to replace it with a count up timer instead... No idea why.2011-03-31 18:25:00

Author:
Discosmurf
Posts: 210


If you invert one of those gadgets and then put it back to normal, will that cause the counter to reset?

That was my thought, that the counter is not resetting because it's not seeing an edge. Edge-triggered mechanisms often end up in locked states like this, especially when the edge-triggered mechanism is being driven from an OR gate, as is the case here. Chances are that the reset signal was still high from the previous reset (via the blue tag sensor), when the reset from the AND gate should have triggered.
2011-03-31 19:15:00

Author:
rtm223
Posts: 6497


Pause mode fixed it... But why??

I think it's a matter of understanding the order in which the game evaluates each node... which admittedly has a few idiosyncrasies, It seems that with some gadgets like sequencers and microchips, if you place it in live mode it's initially evaluated as being active, even if you run a wire to the activate/start input later. So a battery might be considered initially active even if the logic containing it appears to be deactivated. If you do it in pause mode, things get evaluated in the correct order when you unpause the game.


That was my thought, that the counter is not resetting because it's not seeing an edge. Edge-triggered mechanisms often end up in locked states like this, especially when the edge-triggered mechanism is being driven from an OR gate, as is the case here. Chances are that the reset signal was still high from the previous reset (via the blue tag sensor), when the reset from the AND gate should have triggered.

What is considered an edge? A break in the input signal?

From a usability standpoint, it'd be nice to have a way of testing logic in this game without having to rewind all the time. Even if your logic is set up exactly as you want it, if something has been turned on in your rig (like his counter), unless you manually dial it back or force it to reset, the logic will function incorrectly when you go to play it. Counters and timers are easy to reset when the game is paused, sackbot behaviors and movie cameras require you to force something else to activate to unlock them off. I've found myself putting debug controls in all my controlinators for that very reason. It's not that big a deal when you know how to work around it, but I imagine inexperienced or less tech-savvy creators might have trouble creating with the tools in their current state.
2011-03-31 22:42:00

Author:
Chazprime
Posts: 587


That's a counter that's refusing to reset.

What I think probably happened here was that the tag sensor output was active when the and gate was set off to supposedly trigger the counter reset. An or gate won't allow for this because there is no break in the output signal.
2011-03-31 23:34:00

Author:
Unknown User


A transition from off to on - so yeah, you'd have to have a break for there to be an edge.

[quote]From a usability standpoint, it'd be nice to have a way of testing logic in this game without having to rewind all the time. Even if your logic is set up exactly as you want it, if something has been turned on in your rig (like his counter), unless you manually dial it back or force it to reset, the logic will function incorrectly when you go to play it.

But this is a fundamental part of the editor - that things progress through time in create as they do in play... I don't really know what automatic methods could be put in place to allow what you are suggesting. If your system doesn't reset properly, then it's never going to reset properly. It's nowhere near as bad as when dissolve was included in most people's logic toolkits. Try resetting that when you trigger it by accident
2011-04-01 11:20:00

Author:
rtm223
Posts: 6497


I don't really know what automatic methods could be put in place to allow what you are suggesting.

Maybe not automatic, but it would be nice if there was a step based method of testing circuits. Imagine if you could set your step to 1 frame (or any number of frames), and step through your test by this step factor. So on each step, the simulation would run for that amount of frames, and would pause. Then imagine having the same ability but in reverse - being able to back up a certain number of frames. If you could actually make changes between steps, it would really help with resolving latency issues.
2011-04-01 17:49:00

Author:
Shanghaidilly
Posts: 153


^I dunno if this will be helpful but I used to be a watchmaker and for quartz watches we'd test different stages of circuitry by running current through it on different test contacts to help narrow down the problem, so you could test the quartz tube, magnetic coil and the microchip counter thingy individually. The most common problem besides a dead battery were scratched coils or metallic debris interfering with the magnetic wheel which the coil turns.

For logic in LBP you could break the logic down into smaller pieces and either route a constant on signal or a single pulse to help you sort the problem out in much the same way actual electronic circuits are when they're tested for faults. When I was having problems with a counter I was making I ran a constant on signal through it step by step until I identified the problem, which is in essence the same as advancing frame by frame when the electronics is running normally in the game.
2011-04-02 00:38:00

Author:
Ayneh
Posts: 2454


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