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#1

Running out of tags?

Archive: 19 posts


Im making a game with 5 sackbots that all have tags, plus there powers all have tags. Thats 6 tags already used, plus i want to do little missions with simple tag to tag sensor logic for rewards. But i dont want the tags to conflict with eachother. Any help? Also do tag labels count as a different tag, or is it just to keep organized? I also noticed a tag input but not really sure how that works.2011-08-30 17:54:00

Author:
Unknown User


Labels will act independently, so yes, it's pretty much impossible to 'run out' of tags.2011-08-30 17:58:00

Author:
Radishlord
Posts: 706


^It's like he said.
Name yo tags~
2011-08-30 18:00:00

Author:
Lord-Dreamerz
Posts: 4261


Yep, theoretically you could have billions of tags in your level. However, at this point your PS3 would have melted into your entertainment center, thus rendering it useless.

Label your tags appropriately, and use the colors to group them into categories (i.e. blue is for player sensors, red for platforms, green is for lighting, whatever fits...)
2011-08-30 18:07:00

Author:
schm0
Posts: 1239


use the colors to group them into categories (i.e. blue is for player sensors, red for platforms, green is for lighting, whatever fits...)

Never thought of that! 3:
2011-08-30 18:40:00

Author:
nunsmasher
Posts: 247


Tag inputs basically act like microchip inputs. if the input is inactive, the computer will act as though the tag isn't there.2011-08-30 19:04:00

Author:
Unknown User


Thanks for the help ppl 2011-08-30 23:32:00

Author:
Unknown User


Yep, just label your tags2011-08-31 01:25:00

Author:
zzmorg82
Posts: 948


The tag input can be used to wirelessly transmit an analog signal if the tag sensor is set to sense 'signal strength' and not 'closeness.'2011-08-31 02:09:00

Author:
iBubek
Posts: 682


Alternatively, give your tags names that reflect their function and use colors for players. For instance: a tag named "activeBot" denotes that a player controlled sackbot is active and will cause a door to open when approached. You'd then use for instance the color blue for player 1, red for player 2, etcetera in case the door needs to differentiate between players.

Reserve a color that is player neutral and can be used by all, for instance green; a door that detects a green tag 'active' will open for anyone who carries it.

You can also use the colors for teams, like player 1 and 2 have a red tag 'scoredGoal', while player 3 and 4 have a blue version.
2011-08-31 16:55:00

Author:
Antikris
Posts: 1340


The tag input can be used to wirelessly transmit an analog signal if the tag sensor is set to sense 'signal strength' and not 'closeness.'

My logic understanding has come along way thanks to the new set-up but I haven't really 'gotten' this aspect of the new tags. Would someone mind explaining it in baby terms please? If you can explain it by integrating it into a common gameplay action I''ll grasp it alot easier...
2011-08-31 17:13:00

Author:
julesyjules
Posts: 1156


When people talk about analog signals, they're talking about a signal with variable strength. Basically what a battery outputs. A wire may be passing "100%" or "30%" or "-20%". That's analog. The alternative, which is more common in logic, is a simple binary signal that is either 0 (off) or 1 (on). That's not much fun, though!

So you've seen that you can turn a tag on and off by connecting a wire to it. That's pretty useful on its own. What if the wire is carrying a signal of variable strength, though? If you take a battery outputting 50% and hook it to your tag, what happens?

The answer is that the tag still turns on. As long as the signal isn't 0% the tag will be active. The difference comes with the aforementioned "signal strength" option on the tag sensor. A tag being fed 50% from a battery outputs a 50% signal to the tag sensor and the sensor subsequently outputs 50% to whatever you like.

It's worth mentioning that the other tag sensor setting, "closeness", already outputs an analog signal whether you wanted one or not. It starts with a small percentage when the tag first enters its trigger area and outputs increasingly larger values as the tag approaches the sensor itself. As a result, the "signal strength" option is particularly useful if you do not want variable output from a sensor: you can have a tag giving 100% and leave it at that.

How could you use any of this in gameplay? Well, maybe you have a character with a health bar and you want the lighting in your level to reflect how much health the sackbot has remaining. You could rig all of your lights, set to handle input as "dimmer", with a tag sensor, set to "signal strength", that looks for a tag carried on your sackbot. You then use your sackbot's health as input to that tag. If your sackbot has 100% health, all the lights will be bright and full strength. If he's at 10% and near death, however, the scene will be quite grim.

This is just a simple example, though, better not to frustrate players by making it hard to see when they're trying to avert imminent death.

The moral of the story is that if you ever need to pass a signal that's some percentage between -100% and 100% without using wires you will have a friend in "signal strength" tag sensors. They allow you to pass information directly from the tag to the sensor without any fuss.
2011-08-31 18:07:00

Author:
Uncuddly
Posts: 237


^cheers, didn't actually know about analogue transfer with tags.2011-08-31 18:15:00

Author:
Radishlord
Posts: 706


Thanks for that, yeh, I can see it would be useful for lighting and some visual fx, but I was struggling to think of a scenario you can apply it to some actual bouncy bouncy, which was why I was thinking I didn't really understand it. I guess you can have a seperate pistoned platform (a platform because this is how i interpret logic) raise higher the nearer you drag a tagged something else towards the sensor? That kind of thing?2011-08-31 19:31:00

Author:
julesyjules
Posts: 1156


dang, I actually knew the answer to this one, yep label the tags.
Oh julesy, watch Compher's tut on slowing down time, it helped me understand signal strengths
LBP2-Torials 22: Slow Motion Effects (http://www.youtube.com/watch?v=zcY9n3_nlJc&hd=1)
2011-08-31 19:32:00

Author:
biorogue
Posts: 8424


Thanks for that, yeh, I can see it would be useful for lighting and some visual fx, but I was struggling to think of a scenario you can apply it to some actual bouncy bouncy, which was why I was thinking I didn't really understand it. I guess you can have a seperate pistoned platform (a platform because this is how i interpret logic) raise higher the nearer you drag a tagged something else towards the sensor? That kind of thing?

I have something in a level I am workin that uses a tag sensor set to signal strength to slow down pistons that the player has to jump on. The player has to throw ice blocks into a "generator" of sorts and the more ice blocks the player throws into it, the slower the pistons move making it easier to jump on.

Basically I have a counter that goes up one each time a block is thrown into the generator. That counter is going into a tag which sends the analogue signal to the tag sensor.
2011-08-31 20:31:00

Author:
KnutsoPX
Posts: 116


with labels and color combos its possible to have 800 different tags...but thats a nightmare to save for another day. there are many applications julesy where wireless transfer of analog signal is awesome. a side scroller for example or anything thats emitted for that matter. also, keep in mind that the radius still comes into play if the tag is sending a signal and the sensor is set to sig strength, it wont do anything at all until its within range.2011-09-01 18:12:00

Author:
Unknown User


with labels and color combos its possible to have 800 different tags...but thats a nightmare to save for another day. there are many applications julesy where wireless transfer of analog signal is awesome. a side scroller for example or anything thats emitted for that matter. also, keep in mind that the radius still comes into play if the tag is sending a signal and the sensor is set to sig strength, it wont do anything at all until its within range.

You are not limited to 800. There can be an infinite amount of tags. The only thing is the label menu which shows you all your labels can only show 100 labels. There can be more than that in a level, but as far as I know (I never have reached the 100 label limit) the labels shown of the label menu will be the most recent 100 you have used. Hope that helps. Also, the tag sensor can be set to sense a certain amount of tags. In one of my levels, there had to be 24 of a certain tag and label in a certain radius to activate something.
2011-09-02 21:22:00

Author:
L1N3R1D3R
Posts: 13447


the labels shown of the label menu will be the most recent 100 you have used.

are you sure of this? i have yet to reach the label limit myself. wat good would most recent 100 do? if i have 105 tag labels id like to be able to see them all...if you are correct however...thats awesome. infinite tag labels...learn something new everyday. wats your source tho? being that you havent reached 100 yet either, im just curious
2011-09-03 00:10:00

Author:
Unknown User


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