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#1

Making a Dispenser Stop

Archive: 11 posts


Theres kind of a cannon i made here. Its just an emitter. A Sequence starts and later the cannon should be disabled and another cannon will be activated (that works already with an AND Gate, and a "chooser" (<-sorry my game is not in english), which is on a sequencer.

But i cant get the other first emitter disabled. This emitter is binded to the X Button of a Controllinator.
Basically, when the sequencer has reached a time, the sequencer comes to a point where one emitter gets on, and the other one which was already on should go off.

The other thing is that i want to shoot rockets, 5 maximum in number, on a buttonpress. How do i disable the emitter
when a counter has reached 5 ?
2011-09-01 17:27:00

Author:
Unknown User


What if you add a third port to the selector, and wire that to nothing? Is that the kind of stop you're looking for?2011-09-01 17:37:00

Author:
MonarioBabii
Posts: 128


Umm.....no. I have no selector yet on the first emitter. The Emitter is just connected to a controllinators X Button.
Press X = Emit
Nothing else.
There is an empty Sequencer, which should deactivate the Emiter at a certain time.
2011-09-01 17:42:00

Author:
Unknown User


you will need to make a relay prior to the emitter. relay meaning a MC with just a wire running through. now set the emitter to one shot, place a self resetting counter(also one shot). now wire that to a five count counter as well as through the relay to the emitter. wire five count to a not gate that wires to MC activate.

if you r wanting to be able to switch cannons b4 all ammo is fired, you will require more...not much tho. add an and gate and another not gate b4 the MC activate wire both not gat to and gate that wires to MC activate . whatever turns on second cannon will wire to open not gate

and voila. keep in mind the second part is unnecessary if you r going to make player expend all ammo b4 moving on to nxt gun
2011-09-01 17:53:00

Author:
Unknown User


Run your cannon active signal to an AND gate. Run your x button to the other pole of the AND gate. Run that AND gate into emitter 1.

Then do the same with 2 and 3 and 4 and so on.

For the disabling after 5, if that's all that emitter will ever shoot, just make the max emitted to be 5.

Otherwise add another port onto your AND gate. and run a counter with output inverted, set to count to 5 into that.
Into your counter run an AND gate. Run the x button into that AND gate, and the output from your other AND gate that feeds into your emitter.

That way, if your emitter is not the active one, your counter never increments. When the counter reaches 5 it breaks the second AND, so neither it nore the counter increments again until the counter is reset, and the sequencer comes back around.
2011-09-01 18:24:00

Author:
tdarb
Posts: 689


you will need to...
Hmm, the MC gets ignored on the Sequencer.


Run your cannon.......
Ok i got that. But now i only need to deactivate emitter 1 (which has unlimited ammo), when it reaches a point on the sequencer.
2011-09-01 18:30:00

Author:
Unknown User


ok, if you are using a sequencer. Place a battery across the time you want the cannon to be active.

So, say you want it to run for one second at the start. Resize your battery on the sequencer to cover the first second. Then run that battery out as the activation signal for cannon1. (into the AND that feeds into the emitter)
2011-09-01 19:20:00

Author:
tdarb
Posts: 689


Ummm....i already did that, but...(i like to use "but") i have many sequencers on sequencers http://www.abload.de/img/jp287t.jpg

which have different lenghts, so i would need many batteries (1 for each sequencer), so that the cannon is always active. But thats not possible cause i can only use 1 battery to connect to the "gun".
2011-09-01 19:25:00

Author:
Unknown User


Could you run the batteries into and OR gate? That way you can attach as many as you like to the gun.

Alternatively, if the cannon is always on except for one brief period, place the battery across that deactivate period. Run it to a NOT gate that isn't on the sequencer, then into the gun.
2011-09-01 19:32:00

Author:
tdarb
Posts: 689


Try using a NOT gate.2011-09-02 02:00:00

Author:
zzmorg82
Posts: 948


it might be easier to take it off the sequencer. that way the micro chip doesnt get ignored2011-09-02 09:10:00

Author:
Unknown User


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