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Logic Help

Archive: 11 posts


I am having trouble on how to use logic, such as the Follower, the Player Sensor, and anything having to do with inputs or outputs. I have tried tweaking the Player Sensor and hooking it up to the effect that is supposed to happen when triggered, but when in play mode, nothing will work. Please help.

SWJedi99
2011-07-18 03:52:00

Author:
Unknown User


Could you narrow it down a little? It would take a few pages to cover everything.

What do you need the Player sensor to do?
2011-07-18 04:11:00

Author:
Zero10100
Posts: 385


Yeah we can't help if we don't know what the problem is...lol 2011-07-18 05:09:00

Author:
fighterwindplus
Posts: 403


That's a very broad generalization, and you will be able to find most of your answers just by doing the in-game tutorials and by reading some of the tutorials users here have posted in the tutorial section.2011-07-18 06:59:00

Author:
sp0ngyraver
Posts: 407


Time. Practice.2011-07-18 07:09:00

Author:
Antikris
Posts: 1340


Time. Practice.

And patience!
2011-07-18 07:42:00

Author:
shane_danger
Posts: 283


Start here (http://www.howstuffworks.com/boolean.htm)

and here (http://wiki.lbpcentral.com/Gadgets)

Time. Patience. A willingness to learn, so on and so forth.
2011-07-18 12:58:00

Author:
Epicurean Dreamer
Posts: 224


OK, here we go:



SIMPLE LOGIC:

AND Gate: All inputs must be on (for the output to activate).

OR Gate: Any input can be on " ".

XOR Gate: An odd number of its inputs have to be on " ".

Battery: Provides a constant signal.

NOT Gate: Inverts output, or for numbers that are not 100 or 0 percent (analogue signals), subtracts it from 100.

Microchip: Compacts logic into small space and has an input to make everything inside it work.



ADVANCED LOGIC:

Toggle Switch: The input toggles the output between on and off.

Counter: The input has to activate a certain amount of times (has a reset input to set it back to 0).

Timer: The input has to be on a certain amount of time, there is a delay between the input and the output, or the output is active for a certain amount of time (has a reset input as well).

Randomizer (or Randomiser): The outputs will be random (obviously): if it has an input, it can be used to either make the randomizer work or every time the input activates, a random output is active.

Direction Splitter: Converts one analogue signal (like a 3-way switch) between positive or negative outputs so having a negative output can activate a different thing than the positive.

Direction Combiner: Makes two signals activate the same analogue "application".

Selector: This is the most complex, so pay attention. It has one more input than there are outputs. The normal inputs activate the corresponding output and deactivates all others. If more han one of its normal inputs are active, only the one closest to the end of the selector will active the corresponging output. The cycle input on the side is to cycle between the outputs.

Sequencer: Makes logic active on beat and you can choose the beat.

Controlinator: Has you control anything with your controller and not to control sackboy which controls those things. Has an eject input on the bottom to eject the players from the seat. In create mode ONLY, R3 auto-ejects you into the hovering layer.



The logic has more advanced applications, which you should be able to figure out on your own without me, but these are the simple applications. And in advance, you're welcome.
2011-07-19 18:56:00

Author:
L1N3R1D3R
Posts: 13447


I am having trouble on how to use logic, such as the Follower, the Player Sensor, and anything having to do with inputs or outputs. I have tried tweaking the Player Sensor and hooking it up to the effect that is supposed to happen when triggered, but when in play mode, nothing will work. Please help.

SWJedi99

Could you tell us how you have it set up and what you need it to activate?
2011-07-19 21:41:00

Author:
Zero10100
Posts: 385


XOR Gate: An odd number of its inputs have to be on " ".


Incorrect, an XOR (eXclusive OR) Gate operates something known as an Exclusive Disjunction. A true output (1) results if one, and only one, of the inputs to the gate is true (1). If both inputs are false (0) or both are true (1), a false output (0) results. A way to remember XOR is "one or the other but not both". It represents the inequality function, i.e., the output is HIGH (1) if the inputs are not alike otherwise the output is LOW (0).



Sequencer: Makes logic active on beat and you can choose the beat.


Incorrect, Sequences logic components via a time setting, it doesn't involve rhythm. Can also be used to trigger digital outputs at arbitrary analogue signal input thresholds.



Battery: Provides a constant signal.

Counter: The input has to activate a certain amount of times (has a reset input to set it back to 0).

Timer: The input has to be on a certain amount of time, there is a delay between the input and the output, or the output is active for a certain amount of time (has a reset input as well).


these all also, (amongst other components) provide an analogue signal source.
2011-07-19 22:28:00

Author:
Epicurean Dreamer
Posts: 224


Incorrect, an XOR (eXclusive OR) Gate operates something known as an Exclusive Disjunction. A true output (1) results if one, and only one, of the inputs to the gate is true (1). If both inputs are false (0) or both are true (1), a false output (0) results. A way to remember XOR is "one or the other but not both". It represents the inequality function, i.e., the output is HIGH (1) if the inputs are not alike otherwise the output is LOW (0).

I tried it, and what I said works. I'm talking of odd as in 1, 3, 5, 7, etc.


Incorrect, Sequences logic components via a time setting, it doesn't involve rhythm. Can also be used to trigger digital outputs at arbitrary analogue signal input thresholds.

That's what I meant. I also said these were the simple explanations.
2011-07-20 19:44:00

Author:
L1N3R1D3R
Posts: 13447


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