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Logic Help

Archive: 12 posts


Hi forum!

I have a Controllinator, 5 holograms. I want that when the X Button on the Controllinator is held down it is to cycles through these 5 holograms, plus they're kept on, And if it is released before it is finished then they are all turned off.

Also I have an object connected to another via piston. I want it so that when I hold down te X button it moves down, and when I release X it is sent back to the top (Flipper Mode)

Thanks for help in advance. I really need it.
2011-06-22 08:54:00

Author:
BeaversLikeWood
Posts: 119


I think you are after making some kind of powerup logic: you hold the X button to powerup an ability; when terminated before completion, return to normal. If completed, execute ability.

How about a counter set to 5, hooked to a positional sequencer? On the sequencer canvas of 5 wide you place 5 batteries in an upside down stairs-like shape, so that when the counter is 0, no batteries are active, counter 1 battery A is active, counter 2 battery A and B are active, etcetera. You hook each battery to its corresponding holo block.

Now, also hook the counter to the logic you want executed on completion.

Wire the X button of your controlinator to a timer, set to for instance 0.3 seconds. Wire the timer to an OR gate and the output of the OR gate to the timer's reset. Wire the output of the timer also to the input of the counter so that on every cycle of the timer the counter is increased by 1.

Wire the X button also to a NOT gate which you connect to the reset of the counter and the other input of the OR gate leading into the reset of the timer. You can expand on all of this but this should be the gist of it.
2011-06-22 12:36:00

Author:
Antikris
Posts: 1340


I think using a sequencer would be best for your first problem.
Hook the x button up to the sequencer input.
Also hook the x button up to a NOT gate and then hook that up to the reset input on the sequencer.
This means that the sequencer will only work when x is held down.

Then on the sequencer place 5 batteries.
Resize the sequencer so it is 5 stripes wide and high enough to fit all 5 batteries.
The first battery needs to be 5 stripes wide.
2nd should be 4 stripes wide and start on the 2nd stripe.
3rd should be 3 stripes wide and start on the 3rd stripe.
4th should be 2 stripes wide and start on the 4th stripe.
5th should be 1 stripe wide and start on the 5th stripe.

Then hook the batteries up to the holograms in the order that you want them to turn on.

If you want to have it stay on after you light up the fifth hologram then you'll have to add a few or gates and a selector.

You'll have to have an OR gate for each hologram.
Then hook the batteries up to the OR gates instead of directly to the holograms.
Then Connect the 5th battery up to a selector and have that hooked up to all of the OR gates.
This means that once you reach the 5th hologram they will all stay on.

For your second problem do you have to use a piston?
It would prob be easier with tags and followers.
2011-06-22 13:01:00

Author:
SneakySteve1983
Posts: 121


For your second problem do you have to use a piston?
It would prob be easier with tags and followers.

If Followers and Tags can be set to Flipper Motion? I kind of need it to when X is pressed down, Move Down, if it is released it shoots straight up (Flipper Motion)
2011-06-22 22:28:00

Author:
BeaversLikeWood
Posts: 119


Well they haven't got an actual flipper option but it wouldn't be too hard to get it working in a similar way.

Does it have to be the X button or would grabbing it be ok?

Place a microchip on the platform that you want to move.
You'll want to have two followers on it.
Set them up so that they follow two different tags.
Place one tag at the lowest position that you want it to go to and one at the top.

The follower that is going to follow the top tag needs to be set up pretty fast.
You'll prob have to tinker around with it a bit to get it just right.

Then you'll need to set up the player input.
If grabbing is ok then you'll just need a grab switch.
Hook it up to the follower that lowers it.
Then hook it up to a NOT gate and hook that up to the other follower.

When you grab the platform the follower will cause it to lower at the speed that you set it to.
When you release it then the other follower will activate and move the platfrom quickly upwards.

If you need to press x instead of grabbing it then you'll have to hook it up in place of the grab switch.
Also you'll have to add a gravity tweaker to get the platform to float.
You might need to play around with the settings to get it to work correctly.

Hope this makes sense
2011-06-23 09:20:00

Author:
SneakySteve1983
Posts: 121


I tried that this morning and it works! Now I have a completely different problem. Any of you got the Creator's Toolkit by Robbit10? There is an instant on, fade off switch on it and I'm getting a problem with making it work. Could you tell me what to do to get it to work? Involving a Impact Sensor hooked up to it, and the switch hooked up to Hologram.2011-06-23 09:33:00

Author:
BeaversLikeWood
Posts: 119


Is the holo set to dimmer?

If I were to make an instant on/fade off switch, I would use a timer set to reverse output, hook the impact sensor up to the reset switch, and the output of the timer to the holo. Should do the trick.
2011-06-24 03:45:00

Author:
shane_danger
Posts: 283


Ok thanks. Now for something out of curiosity. If I have an object that is rotating and I attach a rocket rotator and mover to it, will it move in a circular motion?2011-06-24 06:59:00

Author:
BeaversLikeWood
Posts: 119


Is the holo set to dimmer?

If I were to make an instant on/fade off switch, I would use a timer set to reverse output, hook the impact sensor up to the reset switch, and the output of the timer to the holo. Should do the trick.

You don't need to have a timer set to reverse output. That makes the light stay on at 0. What you need is a timer set to start count down, attached to a piece of holo set to dimmer.
2011-07-03 23:40:00

Author:
L1N3R1D3R
Posts: 13447


You don't need to have a timer set to reverse output. That makes the light stay on at 0. What you need is a timer set to start count down, attached to a piece of holo set to dimmer.

No, that won't work. The timer needs to be full in order to count down, meaning it will need to be ON before it can count.

In my example, the timer will never be at 0 since it automatically counts up when it is reset... Nothing is attached to the input.

edit: Oh, and @OP - I think that the rocket rotator will conflict with whatever other means of rotation you have on the object. I'm not sure it will work as you described it.
2011-07-05 04:18:00

Author:
shane_danger
Posts: 283


if you want something to move in a circle you will need a central point (think orbits and gravity wells), a tag on piece of holo for example, then on your 'orbit' object place a microchip and a mover set to local space 'yes' and 'eft/right' movement set to the speed you want it to orbit, then place a 'look at' rotator set to look at the tag (center mass).

This will give you a very basic orbit behavior. If you want it more complicated/to perform functions within a larger context, obviously the logic will have to be expanded accordingly. For queries about this message me/reply as it will be situational. Cheers.
2011-07-05 14:06:00

Author:
Epicurean Dreamer
Posts: 224


No, that won't work. The timer needs to be full in order to count down, meaning it will need to be ON before it can count.

It will count down. I've used it many times in my levels, and every time it has worked.
2011-07-20 21:16:00

Author:
L1N3R1D3R
Posts: 13447


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