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Strange logical error

Archive: 12 posts


Okay, so I'm making a level that requires sackbot logic. It revolves around control gimmicks where sometimes you can't jump, go left, etc. Anyway the problem is that whenever the sackbot touches the ground, it explodes. This has something to do with the fact that when the follower hologram attached to the controllinator destroys itself when there's no sackbot so the player dies. Here's a picture of the follower logic.
http://i6.lbp.me/img/ft/1a6d10b6fdc68294afaa1d25c029b9222bd87636.jpg
As you can see, it destroys itself when there's no sackbot or when the player pops himself. It uses a counter to check if the player has already entered.

And here's the microchips from the sackbot itself.
http://i3.lbp.me/img/ft/753151a7584a33036839f80dba94254a6f3b9482.jpg
It destroys itself when the other tag isn't there. The controllinators in it move the sackbot while not letting it press certain buttons while near certain tags. The microchip is for cutscenes.

The weird thing about this is that sometimes it works fine, but without warning the level becomes broken and rewinding doesn't help, so I'm thinking it might not be my fault. No matter what I do, it never works.
2011-08-21 03:34:00

Author:
GameRoom
Posts: 200


Just a shot in the dark, but does your tag sensor have a decent range? Followers can sometimes lag a bit, and if it's lagging outside sensor range, then boom...2011-08-21 03:59:00

Author:
Dr C
Posts: 122


it worries me that the controlinator has a blue tag sensor that destroys it, and the bot has a blue tag. lol2011-08-21 04:00:00

Author:
Unknown User


it worries me that the controlinator has a blue tag sensor that destroys it, and the bot has a blue tag. lol

I'm assuming the sensor's output is inverted.
2011-08-21 04:10:00

Author:
Dr C
Posts: 122


ohh it mustve been paused in the pic. tricky tricky2011-08-21 04:12:00

Author:
Unknown User


Okay, an update: After days of not going on the level because I was scared it wouldn't work, I tried changing the tag range to 500 on each. It didn't work.2011-08-27 18:22:00

Author:
GameRoom
Posts: 200


Have you tried disabling one of the destroyers and playing to see which one is initially triggering the failure and destroys itself first?

That may help isolate it better.

Also, just to be nitpicky, you don't need the AND gate on the first chip. Wire your activation node into the NOT gate and unpause briefly to activate the signal. Then put that into your counter and the counter to your OR. Since the signal is already live it won't affect the counter until the signal deactivates and then activates again.
2011-08-27 20:16:00

Author:
tdarb
Posts: 689


Okay, I'm bumping this tread again because after trying to fix it again, I noticed something very peculiar. When I tweaked the destroyer style to splat, there was still an explosion. In fact, removing the destroyer completely didn't even work and the sackbot still exploded for some reason. It only stopped when I took away the destroyer on the controllinator, which is very strange. How is the sackbot destroyed?

I think the best way for me to fix this is if someone can come on my moon and help me real time.
2011-09-10 17:06:00

Author:
GameRoom
Posts: 200


Add some latency between the OR gate/tag sensor and the destroyer using a .1 timer or a cycled 2 port selector and see if you have the same problem.

Signal activation on the same frame as the object being destroyed can cause issues.
2011-09-10 18:53:00

Author:
Ayneh
Posts: 2454


Have the thing that follows instead of directly destroy it, hook it up to a tag, and on the emitted sackbot, have a tag sensor to senses the tag and destroy itself. Wires can not run between an emitted thing and something else.2011-09-10 20:21:00

Author:
L1N3R1D3R
Posts: 13447


Or take out a new sackbot. You might have just found a glitch. ;P2011-09-10 20:28:00

Author:
StaticLinuxpro
Posts: 482


I think the best way for me to fix this is if someone can come on my moon and help me real time.

I've got time if you still need help
2011-09-10 20:36:00

Author:
MonarioBabii
Posts: 128


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