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#1

could use your ideas...not that im out of my own

Archive: 18 posts


soo i have a setup currently that works but i want a better option. i have 16 characters currectly that are in a 2x8 grid i currently have 2 selectors, 1 has two ports and the other has 8.they all wire into their own AND gate that correlates to the character getting highlighted now if one of these dies the selecter will still go there. but since he's dead he cant be highlighted...now using this method or even a brand new one (im open) I Need to make it so that it wont unnecessarily try to select dead characters...also, if you can ...i have another lvl that i'm making turn based. if you hit x twice it will then be ur opponents turn though there r certain instances where you will need to press x three times...how can i accomplish this. i know the answer is right under my nose...1 more thing is there a way to make the active output on a controllinator not be active without putting it on a sackbot??? ive tried putting them on MCs but this does not seem to work all the time. thank you in advance2011-05-07 01:23:00

Author:
Unknown User


I could try to help but....
i'm bad at logic talk and can't understand non simple things without pics unless i try very hard
and mostly i don't get what your asking for? just say what you are trying to do
without talking about the logic side of it xD then i may be able to get what you are saying.
2011-05-07 01:48:00

Author:
Lord-Dreamerz
Posts: 4261


hmmm it might be hard, to do this thinkg on selector based method you need to check if selected character is not dead if his dead then move on, there what you need to do:

-Try to convert you menu to have follower based cursor (put follower on holo and use tag and activate the tags)
-Make each character box intelligent and make it communicate wiresly with cursor using tag sensor or impact sensor with tag requirement, make character selection be triggered by tag insted of AND gated selector. IF you dont get it what i eman search for RTS tutorials with mouses, it's very similar concept.
-Make cursor remember via selector which button left or right was pressed , so your cursor will know where to move if character is dead
-transmit via tag if status of character on character icon, if he is dead or not
-When cursor will be moved it will check if it's on dead character via tag sensor that takes on range of single icon, if he is he is send pulse signal do selector to make a move, if his not do nothing
2011-05-07 01:55:00

Author:
Shadowriver
Posts: 3991


i think i got the idea...what about my other 2 Qs??2011-05-07 02:20:00

Author:
Unknown User


is there a way to make the active output on a controllinator not be active without putting it on a sackbot???
for the last question, u need 2 controllinators i cant seem to rememer the settings as i havent gone on LBP2 since the outage

BUT there is a setting where you can link the first controllinator outputs to the 2nd one
then from there, disable any controls, change controls, etc.

im guessing this should be an OKAY answer considering your question doesnt really make sense :/
2011-05-07 02:49:00

Author:
sonofbrave
Posts: 107


for the last question, u need 2 controllinators i cant seem to rememer the settings as i havent gone on LBP2 since the outage

BUT there is a setting where you can link the first controllinator outputs to the 2nd one
then from there, disable any controls, change controls, etc.

im guessing this should be an OKAY answer considering your question doesnt really make sense :/

you misunderstood my question. i dont have the controllinator on a sackbot so there r no inputs. my question was how can i if it is possible to make the active output of the controllinator turn on only when i want it turned on. other than being on a sackbot.
2011-05-07 03:22:00

Author:
Unknown User


hook the outputs of the controllinator to AND gates .-.
then the "requirements" to the other input of the AND gate
2011-05-07 04:54:00

Author:
sonofbrave
Posts: 107


hook the outputs of the controllinator to AND gates .-.
then the "requirements" to the other input of the AND gate

i will try this. now i just have 1 unanswered Q from my OP
2011-05-07 05:05:00

Author:
Unknown User


If the character select screen uses selectors then it's just a matter of using the selector's cycle input to cycle to the next character. What happens when more than one character dies? If that's a problem then you could make a grid of AND gates and create a bit of logic to cycle through all the dead characters until it reaches an AND gate that's hooked up to a character that's still alive/outputting a signal.

For detecting multiple inputs that are the same you could use AND gates and 1-count counters. 1st X input activates the 1st counter which activates an AND gate, the AND gate then allows the 2nd counter to be activated and so on.
2011-05-07 14:55:00

Author:
Ayneh
Posts: 2454


you deleted my pixplzkthxbye??? i was askin you for pics cuz its hard to help without them. I wasn't spamming lol2011-05-07 22:07:00

Author:
ShadowTyphoon
Posts: 80


i didnt delete it must have been a mod? btw i played around a bit a found out how i'm gonna do it all. thanks evry12011-05-08 09:44:00

Author:
Unknown User


you deleted my pixplzkthxbye???
Maybe they thought it was Gibberish
2011-05-08 10:39:00

Author:
Jakeamorris25
Posts: 72


Hi Babyface. Hope your well.
Haven't been around LBP2 in a while with other things on, so haven#t been able to try this. But its an idea that might help. If not, at least it may point you in the right direction. :-(
Ok, the selector cycles through each character in turn, right? So I'm thinking you will need a way to say that if a character is removed from the loop then his port, once reached is bypassed and the selector moves to the next one.
For my example lets say selector outport 2 is the 'dead sackbot' port.
Have 2 wires come from selector outport port 2 . one wire goes to the sackbot in question, the other to a NOT GATE. but the output from this Not gate will go to the input on the selector of the next port (port 3).
I wass thinking- if the selector is on port 2 and port 2's character is alive and there then hes selected. But if the selector loops around and hes completely destroyed, he's gone and the active wire to him is cut (by destroying him), the not gate will then fire, which sends a signel to the selector to go to the next port nad the cycle continues from that point. Again i havent tested it or anything so it may not fully work, but it may be helpful my friend :-)
2011-05-08 13:33:00

Author:
Sean88
Posts: 662


Just a small, unrelated question, hw do you earn 60 LBPC points at once2011-05-08 13:51:00

Author:
Jakeamorris25
Posts: 72


Set a SCORE GIVERS tweaks to be 60 points mate2011-05-08 13:58:00

Author:
Sean88
Posts: 662


i was thinking something along the same lines sean but i dont think that version will work right like that because the port inputs will override the cycle and id like the cycle to go both ways. if i could figure a way to do that i would because my plan b is extremely tedious and will be a wiring nightmare2011-05-08 17:21:00

Author:
Unknown User


hook the outputs of the controllinator to AND gates .-.
then the "requirements" to the other input of the AND gate

Wouldn't it work if you just put the controlinator on a microchip, and then hooked up the requirement input to the microchip?
2011-05-09 20:05:00

Author:
Blue Helmet
Posts: 306


Wouldn't it work if you just put the controlinator on a microchip, and then hooked up the requirement input to the microchip?

no, cuz that disables the whole controllinator.
the way i have it can disable/enable certain controls (or skills,..whatever you programed)
EDIT: it isnt on a sackbot so yeah...
but then again, you wont have to disable the controls depending on what you want exactly
u can just dissable the whole logic by putting in a microchip that is inside the controllinator
2011-05-09 23:06:00

Author:
sonofbrave
Posts: 107


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