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#1

Make things happen only once

Archive: 10 posts


So probably this is a very stupid question, and maybe I'm just thinking too complicated to see the simple solution, because there has to be one. Ive done all the tutorials and everything, but still this is driving me nuts.
I want some things to happen only once, like one Mover move a platform only once, or a cinematic-sequence playing only once. I tried a lot of stuff with micro chips, counters and everything, but it wont work. I can do it if I trigger the desired process with a button and then let it get destroyed at the same time, but if I want to trigger something with for example a player sensor, I dont know how to do it.
Im not familiar with the English names of the objects, so sorry for that, and thanks in advance
2011-09-10 11:00:00

Author:
Unknown User


Theres a couple of ways but a common one is a Counter set to one increment and put it between the trigger and the event.

e.g. player sensor activates the counter, counter activates the sequence.
2011-09-10 11:11:00

Author:
julesyjules
Posts: 1156


Wow,... thanks. Cant believe that instead of trying only this I build so complicated stuff with logic and everything and got really mad at myself.
Thank you very much


EDIT: Another thing I really would like to now: How can I create a button which makes a piston (I think this is the English name) push out only once? So, only push out and not out and in again once.
2011-09-10 11:20:00

Author:
Unknown User


Take said button and wire into the counter setup julesyjules suggested. Than wire the output from the counter into the piston. Tweak the piston settings to in/out (or whatever the direction setting is now called) [if that makes it in instead of push out, just change the setting of the "reversed" tweak in the piston].2011-09-10 11:35:00

Author:
croissantbuncake
Posts: 572


Thank you very much! I missed these options because I think in LBP1 you could always choose them, while in LBP2 they get available only after you connect a Trigger. I could be wrong though.2011-09-10 16:18:00

Author:
Unknown User


Thank you very much! I missed these options because I think in LBP1 you could always choose them, while in LBP2 they get available only after you connect a Trigger. I could be wrong though.

Well, they're 'grayed out', but you can still change 'em - they just won't have any effect until you attach a wire.
2011-09-11 02:31:00

Author:
Aya042
Posts: 2870


Not a stupid question at all! I was wondering if there was a simple way to do this myself, then I found this thread. Thank you julesyjules, the counter worked perfectly. I almost can't believe it was so simple, I did it in a more difficult way before learning this! Haha....2011-09-11 07:23:00

Author:
Silverpanther
Posts: 156


Counter is the most common method. Just as everyone else said, you can't go wrong with it.

Just for reference, other methods will work as well.

Timers and sequencers will work in much the same way (albeit more slowly).
A two port selector with your desired trigger run into selection 2 and from there into the rest of the action.
You can even do some rerouting of outputs on toggles to make them do it, but it requires more components.
I'm sure there's plenty more too.

If time is an issue, one of the most unusual ones is to use an OR gate with your trigger input run into it, and the output run back into its other OR input. This one is not as intuitive, but it happens instantly unlike the rest that introduce one or more frames of delay. Running it back on itself creates a loop that holds the value once it is triggered.
2011-09-11 08:51:00

Author:
tdarb
Posts: 689


Just for reference, other methods will work as well.

There's also an archaic thread (https://lbpcentral.lbp-hub.com/index.php?t=43914-How-to-Make-a-Permanent-Switch) buried at the bottom of the LBP2 Tutorials section with some more discussion on the relative merits of these approaches, not to mention some old-school faux-hostility between rtm and Comph.

At the time, the lowest thermo solution was the Counter, although it was pretty marginal. If you find yourself additionally needing the inverse of the output value for something, then the Selector is better, cos you don't need an additional NOT gate - you get the inverse for free.



If time is an issue, one of the most unusual ones is to use an OR gate with your trigger input run into it, and the output run back into its other OR input. This one is not as intuitive, but it happens instantly unlike the rest that introduce one or more frames of delay.

Umm. No. Counter, Selector (excluding Cycle) and Toggle are also instant, i.e. the output switches on the same frame as the input.
2011-09-11 18:15:00

Author:
Aya042
Posts: 2870


Umm. No. Counter, Selector (excluding Cycle) and Toggle are also instant, i.e. the output switches on the same frame as the input.

That's odd. I could have sworn there was a frame of delay in those. I just tested, and you are right of course.

I don't know how I missed that. I guess I just always assumed that the timing for a self resetting counter was partly due to the activation time. It makes sense now that I think about it though.
2011-09-11 20:34:00

Author:
tdarb
Posts: 689


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