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#1

Different controller input names at different times

Archive: 9 posts


Hi guys, this may be obvious to some, but I don' t know if there's a solution:

As you know, we can rename the controller input names on the controllinators so this is reflected during gameplay and it is a good way to remind users of your game controls.

Since we may use a single controllinator in different parts of the game (menu, game screen, editor screen, mini game screen, character select screen etc etc.) how do we have LBP display those different functions of the controllinator, at desired times? For example, x maybe jump in some part of the game, but it may be "use item" in some other part, since we would be using a single controllinator for all this as a base (tho we will probably use receiver controllinators to do different things in different parts of the game), how do we go about displaying the right text for inputs?
2011-06-23 22:30:00

Author:
hesido
Posts: 166


The only way that I know of doing this is to switch to a different controlinator. If you are using a remote controlinator, you can just switch them on and off as you need them depending on the function. Whichever one is active, you'll see the input commands for that controlinator.2011-06-23 23:24:00

Author:
shane_danger
Posts: 283


This is a hard one that I came against also. I tried several methods and work arounds, but never got to a situation where I could have it change without changing controlinators. I saw it as a challenge of keeping only one seat, because I had built my delorean and thought about this after the fact. And it was nigh impossibly to retro fit the above setup. If you are in the same boat well;

My best idea was to 'turn' off inputs/outputs to buttons as the will not list if inactive. Then switch them on when required. Never got it to work, but I was playing with selectors to try and accomplish it. It should work... I thought anyway.

But my suggestion is to start with naming a single button and not connecting it to anything, it should not list. Then hook it to a selector and see if you can switch it on...

(I am rebuilding my DeLorean for various reasons, and have now made it with this in mind).
2011-06-24 10:09:00

Author:
Mr_Fusion
Posts: 1799


Thanks for the answers.

@shane: I didn't know controllinators could be activated like chips, all they have is the eject button, but can they be put on a chip and be de-activated??
2011-06-24 14:59:00

Author:
hesido
Posts: 166


@shane: I didn't know controllinators could be activated like chips, all they have is the eject button, but can they be put on a chip and be de-activated??

Yes, if you put the controlinator on a microchip, then deactivate the microchip, it turns off the controlinator. Same idea with batteries and any other logic that you want a simple "on/off" switch for. :-)

Useful for menu logic when you want to control a menu then move to controlling a sackbot without teleportation.
2011-06-24 15:10:00

Author:
shane_danger
Posts: 283


Great, I'll try it first time I get my hands on the game!2011-06-25 15:56:00

Author:
hesido
Posts: 166


You can have remote ones that activate, but do nothing, and only lable those, not the ones you are using. I think that may work, I swear have noticed them appearing while I am using other controllinators.


Oh but if you do try this you will want them receivers, that emit and destroy the second you need or don't need them to save thermo.
2011-06-26 05:26:00

Author:
celsus
Posts: 822


Yes, if you put the controlinator on a microchip, then deactivate the microchip, it turns off the controlinator. Same idea with batteries and any other logic that you want a simple "on/off" switch for. :-)

Useful for menu logic when you want to control a menu then move to controlling a sackbot without teleportation.

A non-seated controlinator can also be deactivated by wiring a signal to it. But since most people have a signal ready for when something is active, it feels kind of counterintuitive this way. I tend to stick them onto chips as well.
2011-06-26 08:36:00

Author:
Antikris
Posts: 1340


A non-seated controlinator can also be deactivated by wiring a signal to it. But since most people have a signal ready for when something is active, it feels kind of counterintuitive this way. I tend to stick them onto chips as well.

I've never tried it. Will that turn off the prompts if it is a receiver?
2011-06-26 19:18:00

Author:
shane_danger
Posts: 283


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