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Objects that Trigger Countdown

Archive: 9 posts


I'm working on a level that has 6 chips that the main character needs to collect to finish the level. I have a non-moving/interface around the border of the screen that follows the character around. It shows how many chips you still need to collect with a digital number. The problem I'm having is that the chips are scattered around the level and there isn't a linear order of which chips to get first. I haven't figured out how to make it so if a person collects one chip over the other, the number countdowns numerically; no matter which chip is collected. Hopefully, what I said makes sense because I cant seem to wrap my head around it. If anybody can help, I would appreciate it.2011-08-11 03:41:00

Author:
Greensmurfy
Posts: 300


So what you want is for the number to go down by one when any chip is collected?

(Made a nice little guide, when I was about to hit the reply button my stupid pc decided to restart itself for no good reason )

Here it goes for the second time hopefully with no setbacks from my frantic software.

What you have to do it place a tag on each tip and wire the output of whatever detects that you found it (Example: if you have to grab the chip it will be a grab sensor) the tag making it flick for 1 fraction of a second.
The signal from the tag is going to be detected by the a tag sensor that you will place in your following device/thingy. Don't forget to tweak it to maximum detection range.
Place down a selector and wire the output of the tag sensor to the cycle input on the selector.

I think you can figure out the rest by yourself
If you have any questions or if there is something you didn't understand fully feel free to ask

Keep on creatin'!
2011-08-11 03:45:00

Author:
Unknown User


Another way to go is to have each on-screen indicator wired to a Tag Sensor that is set to require a fixed number of tags. Make the area of effect huge (max is 5,000). So the sensors wil require 6,5,4,3,2,1, and an inverted sensor (or one wired to a not gate) for the finish. Now as each chip is collected, turn off or destroy the tag on it (all the tags should be labeled and colored the same, BTW). As you decrease the number of active tags, the on-screen indicator(s) will light up in descending order. Make sense?2011-08-11 04:34:00

Author:
v0rtex
Posts: 1878


v0rtex's answer is the easiest to implement and is scalable. I'm pretty sure that there is a tutorial by either Comphermc or Scorpskull in the tutorials page. I'm on my phone at the moment so I can't really jump around to link to it properly.2011-08-11 07:44:00

Author:
Mr_Fusion
Posts: 1799


Since these objects will be placed apart along the level, I probably wouldn't use the counted tag method. That works best when you need to keep a live count of objects in a limited space. Since your objects only need to be counted as they are grabbed, and will not reappear, this is not the best solution.

What i would do is pretty much what jmanu said. Wire a tag sensor to a piece if Holo on your reticule (viewfinder, display frame, whatever). Set the range of that so that it covers the entire view window. I would then wire this to your counting mechanism. This could be the cycle input on a selector, or the + or - input on your counter...just depends on your implementation.

On your chip have a grab sensor, or proximity sensor depending how you want to implement collection. Then wire that to a tag that corresponds to your tag sensor, and a destroyer placed on the chip.

Counting tags will work, but it will rely on you being sure that everything is in range at all times. In this case simply counting grabs should be enough.
2011-08-11 08:18:00

Author:
tdarb
Posts: 689


Counting tags will work, but it will rely on you being sure that everything is in range at all times. In this case simply counting grabs should be enough.

Exactly
2011-08-11 08:26:00

Author:
Unknown User


Thank you very much everybody! I'm dieing to try your advice out on my level, but I wil be out of town for a couple days. When I get back I'll work on it and let you know how it went.2011-08-11 10:02:00

Author:
Greensmurfy
Posts: 300


Since these objects will be placed apart along the level, I probably wouldn't use the counted tag method. That works best when you need to keep a live count of objects in a limited space. Since your objects only need to be counted as they are grabbed, and will not reappear, this is not the best solution.

...

Counting tags will work, but it will rely on you being sure that everything is in range at all times. In this case simply counting grabs should be enough.

meh... Range really is not an issue. The 5,000 range setting covers a level from one end to the other. Like Ron Popeil said... "Set it.. and, forget it!"

Either method will work. Both about the same amount of effort. So it's all up to your tastes.
2011-08-11 18:10:00

Author:
v0rtex
Posts: 1878


Thank you for your help. I got the numbers to countdown properly no matter which chip is collected. I did have a problem with placing a destroyer on the chip. I think sometimes the destroyer would destroy the chip before it registered with my selector. I used a really basic way of fixing this, which is probably not the best heh. I put a mover on the hologram where my chip is and got it the heck out there when the sensor detected the tag. At least it works now, thank you.2011-08-15 03:08:00

Author:
Greensmurfy
Posts: 300


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