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1 shot switches?
Archive: 10 posts
This may be sort of a noob question, but how do I make a player sensor switch 1 shot? It doesn't seem to be in the options of the switch and I'm confused, is there a different way your suppose to do it or am I missing something? | 2011-07-23 00:34:00 Author: Dante Posts: 16 |
Wire the player sensor into a counter set to 1. | 2011-07-23 00:49:00 Author: Zero10100 Posts: 385 |
Wire the player sensor into a counter set to 1. Thanks, that's what my friend told me but he made it sound way more complicated than you did | 2011-07-23 02:40:00 Author: Dante Posts: 16 |
I prefer a two input selector, with both input and output signals wired to the 2nd node and the default (which becomes the OFF position) set to 1. This makes it easily resettable by wiring another input into that first node. Of course, counters are also resettable, but I like the selector because it's so obvious what it is. The counter looks the same as a timer, and unless you hit the tweak menu on it, you can't really know which it is or what values it's been set to. The selector however is instantly recognizable. But that's just me. I started with the one-shot counters, but have progressed to the selectors. | 2011-07-23 02:55:00 Author: v0rtex Posts: 1878 |
If you want to replicate the 1 shot behaviour of switches from lbp1 then a 1 frame. pulse from a counter or selector is not the way to do it. That creates an entirely different behaviour altogether. In lbp2 you determine the behaviour of signal at the destination rather than at the source. So say you want you player sensor to send a 1 shot signal to an emitter, then you would sent the input type of the emitter to be 1 shot. depending on what you are trying to trigger, the input action for one shot may or may not be called one shot, but you should be able to find it | 2011-07-23 10:37:00 Author: rtm223 Posts: 6497 |
i like using timers, as it gives delayed options. but speed wise a selector may be the fastest, if not counter | 2011-07-23 10:43:00 Author: dragonights Posts: 209 |
If you want to replicate the 1 shot behaviour of switches from lbp1 then a 1 frame. pulse from a counter or selector is not the way to do it. That creates an entirely different behaviour altogether. In lbp2 you determine the behaviour of signal at the destination rather than at the source. So say you want you player sensor to send a 1 shot signal to an emitter, then you would sent the input type of the emitter to be 1 shot. depending on what you are trying to trigger, the input action for one shot may or may not be called one shot, but you should be able to find it You sir, always come out with the good stuff. | 2011-07-27 23:30:00 Author: Epicurean Dreamer Posts: 224 |
If you want to replicate the 1 shot behaviour of switches from lbp1 then a 1 frame. pulse from a counter or selector is not the way to do it. That creates an entirely different behaviour altogether. I'm confused because neither Zero10100's or v0rtex's solution using a counter or selector create a 1 frame pulse. They would both just create a continuous high signal. | 2011-07-27 23:53:00 Author: Ayneh Posts: 2454 |
I'm confused because neither Zero10100's or v0rtex's solution using a counter or selector create a 1 frame pulse. They would both just create a continuous high signal. Yeah - I thought the OP was looking for a perm-switch set-up, so the action would not be repeated. I use counters for pulsers all the time, but that's not what I described. Sorry if I confused anyone (especially the OP'er). | 2011-07-28 01:33:00 Author: v0rtex Posts: 1878 |
Hi. Simply place your PLAYER SENSOR. Then from its output tab connect it to a COUNTER set to 1 total count and 0 current count. (Dont wire up the counters reset tab, so once it reaches its max it wont reset). This can then be connected to whatever it is you want to activate. As the counter doesnt reset, it cant be activated again. | 2011-07-28 13:47:00 Author: Sean88 Posts: 662 |
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