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Logic frozen on microchip.

Archive: 9 posts


I was making a sackbot shooting level with emitted bullets, I made the bullets so they will react differently depending on what they hit.
http://i36.photobucket.com/albums/e47/keithmg84/frozenchip.jpg
Ok here are the two microchips on my bullets, this is specifically for enemy fire.
http://i36.photobucket.com/albums/e47/keithmg84/frozenchip1.jpg
Here is where I first noticed there was a problem, my sackbot protagonist is tagged blue and I wanted to add a yellow tag for friendly NPC's both are designed to react the same so i made an 'or' gate for the impact sensors. If i remember I think that i put the 'or' gate and yellow impact sensor on the chip and then tried to reorganize but nothing would move, besides the logic that i had just placed. Weird right?
http://i36.photobucket.com/albums/e47/keithmg84/frozenchip2.jpg
Now the other microchip is frozen as well the logic is still tweakable I just can not move it or delete it.

I made an entirely new level which is sort of a mod for my original project and published it. It is copyable, but i have a lock on it right now because I think I have got something good and original cooking up and I am worried it will just get republished by someone if I just leave it open, so I am trying to limit who will be able to see it. I was very much on the fence about locking it or not, but I erred on the side of caution. I trust this forum and know that most people on here are all about helping the community and making creators and levels better so I wanted to know what LBPCentral thinks first.

Thanks for reading!
2011-04-02 03:11:00

Author:
Ace29
Posts: 132


Hi.
Withour knowing the settings of the various sensors etc, its hard to tell.
Double check everything is set up right- i know it sounds silly, but is the antigrav set up to allow no movement, or is the emmiter set up correvtly (maybe something was overlooked like the speed linear speed set at 0.0) or maybe the dampening on the bullets antigrav is set up high like 100- lover it to 10 or 0. Your logic should work alright, the impact sensors shouldnt be conflicting with each oter, OR gate should work fine. The only way i can see the bullet not moving is the Antigrav on the bullet or the emmiter having no speed set
2011-04-02 04:31:00

Author:
Sean88
Posts: 662


Hi buddy. Just looking at the logic setup.
You seem to have it set on the bullet that-
1. if it impacts with something with a blue tag, it blows up
2. If it impacts with something with a yellow tag it blows up
3. if it impacts with something with a green tag (another same bullet) it blows up.
Im not sure if its a counter or a timer on the chip, i.m guessing its a timer and that the bullet blows after that time is reached.
Judging by your setup, im guessing the bullets emmiter is set on infinite time (so the bullet only blows when it hits something.
Maybe somehow the chips are conflicting. just enlarge the chip and put all the logic on one chip only. two chips on the bullet object might somehow cause a conflict.

Its an unusual one alright, because what your trying to do, should work fine
2011-04-02 04:57:00

Author:
Sean88
Posts: 662


The antigrav was from when the bullet was made of entirely of sponge and the dampening is set to zero. When The bullets were made of sponge they would not trigger an impact sensor on the sackbot. So I set it up have the holo with the tag on it not immediately be destroyed upon initial impact with the leading sponge piece and the sackbot. The green impact destroyer is for the environment so it is set to include rigid connections so it immediately destroys the holo as well.

The bullets do move when emitted but i think i am going to have to redo them. Lucky for me its only 12 total bits of logic, but my main concern is that the stuff that was on there before the yellow impact sensor and 'or' gate were added, is now stuck to the microchip with no way to move or delete the actual logic off the chip. I have tried moving and replacing the chip, reloading the level, saving it. Its not a huge deal because it is something small but if this were on a sackbot with a ton of logic and you needed to delete or move something on it...
2011-04-02 05:23:00

Author:
Ace29
Posts: 132


Update... deleting either chip deletes also the whole object. I copied it, moved the chips to different object, then deleted them and now have the original frozen-chip-free object.2011-04-02 05:50:00

Author:
Ace29
Posts: 132


This freezing of chips (and indeed, whole objects) happens to objects that have been emitted as far as I can see.

I don't know if it's a bug or meant to be a feature, or in fact if it affects 100% of emitted objects (so far, it would seem so but I haven't tested it thoroughly).
2011-04-02 09:30:00

Author:
tameturtle
Posts: 150


That makes the most sense, the object was from an emitter, that was how I had been changing it all along pausing and capturing it out of the emitter. It must be a bug but I couldn't find anything on it but maybe I didn't search deep enough. I have a feeling it is because I made it two pieces and flipped it. Hadn't come across anything like it so far I don't think that is 100% of emitted objects that lock up. Maybe it has something to do with the lifetime on the emitter too. Thank you.2011-04-02 13:04:00

Author:
Ace29
Posts: 132


It doesn't have to do with the lifetime on the emitter. When you emit an object, its logic is set to stone. You can add upon the logic, just the way you did with the other impact sensor and you can move those just fine. But anything that was on there before emission stays.

The way you can fix this is to copy the microchip into another object. Then all the pieces should be editable and movable. I suggest tweaking objects via capturing them instead of emitting them in the future.
2011-04-02 17:01:00

Author:
Linque
Posts: 607


I had been using the same object over and over changing little bits here and there and had been 'choosing emitted object' Then when i had it where i wanted it I deleted the i did capture it, and that was my friendly shot. So when I went to make the enemy one I guess I was lazy and just paused and captured an emitted friendly shot, everything was going fine, I was able to tweak things on it so it was cool. It wasn't until I tried to add the second tag and rearrange that I noticed there was a problem. Thanks for all your help, I learn something new everyday.2011-04-03 01:05:00

Author:
Ace29
Posts: 132


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