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#1

Controlinator output: Active

Archive: 6 posts


So I'm making a menu. I need it so that when the player presses x over start, a number of sackbots will be emitted equal to the number of players. So, I put four controlinators set to "Automatically enter" and put them behind the menu, under the entrance. On each of the controlinators, I wired the "controlinator output: Active" on each one to an individual emitter that emits one sackbot. I also have an AND gate between the controlinator and the emitter with the "pressed X on start" wired to it. So, I go to play mode, select start, and then there are four sackbots emitted, even though I'm playing solo! How is the "controlinator output:Active" active on all four controlinators?2011-09-19 20:47:00

Author:
Trader347
Posts: 57


You sure you have youre emitters set to 1 shot? if the input is set to "on", it may just be spawning more than 1 sackbot from a single emitter.2011-09-20 00:47:00

Author:
damaz10
Posts: 771


What happens when you do it in preview create mode rather than play create mode? Does it work as intended? It's always easier to spot an error this way as when the error occurs you can pause it and see what's happened. When trying this in non-preview create do the controlinators' active outputs turn on? If so is it possible that you have your controlinator set to transmit and the other three set to receive? That would activate all four outputs. That's the only other way to make the output active aside from entering the controlinator yourself. If the problem still persists try replacing them, they may be glitched. Best advice I'd say though is to see when the active output is triggered first as that will pinpoint what the main problem is.2011-09-20 01:11:00

Author:
Xaif
Posts: 365


Wouldn't it be easier to skip this step and set a system with Player sensors near the entrance instead?2011-09-20 09:14:00

Author:
MonarioBabii
Posts: 128


Is it really active on all four? Set up fout separate lights and hook each Active output to them in order to test for this. Or use unique sound effects.2011-09-20 14:03:00

Author:
Antikris
Posts: 1340


Ok, it was just a very stupid error on my part. The AND gate that's plugged into the emitters is on the menu, and I set the menu to destroy after start is selected... I fixed it by using wireless logic (tags). Oops xD2011-09-22 01:14:00

Author:
Trader347
Posts: 57


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