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#1

help with Button press counter

Archive: 10 posts


Hey guys, I've been blinded with complex logic to the point I cant solve a simple logic question.

What I'm looking for is a way to keep the player from justholding down the X button for the output to be achieved.

In this case, each time the X button is pressed an item should be emitted.

The way it is working now, if the X button is held continuously the emitted item will be emitted.

I don't want that. I want the player to have to press the X button each time the emitted item is to be emitted.

thanks in advanced
2011-10-09 20:05:00

Author:
Butaneflame
Posts: 64


I think, you just have to tweak the emitter. Change the input from "on off" to "emit once" - that should do it.2011-10-09 20:16:00

Author:
Pookachoo
Posts: 838


No, no, its not the emitter.

Im using a controlinator on a sackbot. The X button is used for a small animation that holds down the L2 button and the left analog stick, and emitts an item. (dont ask... its been a rather complicated task up to this point)Basically it gives the effect the sackbot is pointing and at the same time shooting an item out of his hands.

I need a way to disrupt the ability for the player to simply hold down the X button.





http://ia.lbp.me/img/fl/b3ab289f4bfa7ea3e25d8e6afab8257503014f50.jpg


http://i1140.photobucket.com/albums/n575/Butaneflame/b3ab289f4bfa7ea3e25d8e6afab8257503014f50.jpg?t=131 8190804

http://i1140.photobucket.com/albums/n575/Butaneflame/Buttonpress2.jpg?t=1318192592

I know the picture may not help, but its the controlinator off to the left.

No, no, its not the emitter.

Im using a controlinator on a sackbot. The X button is used for a small animation that holds down the L2 button and the left analog stick, and emitts an item. (dont ask... its been a rather complicated task up to this point)Basically it gives the effect the sackbot is pointing and at the same time shooting an item out of his hands.

I need a way to disrupt the ability for the player to simply hold down the X button.
2011-10-09 20:23:00

Author:
Butaneflame
Posts: 64


run your X button out to a counter set to count to one, and with its output run into its own reset input. Then run that out to your logic.

This will cause the x button to send out a pulse rather than a full signal for the duration of the press.
2011-10-09 21:56:00

Author:
tdarb
Posts: 689


run your X button out to a counter set to count to one, and with its output run into its own reset input. Then run that out to your logic.

This will cause the x button to send out a pulse rather than a full signal for the duration of the press.

I just gave that method a shot. The major draw back to that is, it sends out to fast a pulse for it to registerstor a signal for all three to be activated for some reason maby a timer thrown in the mix ? ?



http://www.youtube.com/watch?v=LpSJlMb6XGw

platform level for the LBN Halloween contest. Some of the logic required has me at a stand still.

Start watching at :50 for the animation in reference. I've got it now to where the sword is emitted, some what better, but it reguires three presses of the X button to achive what needs to be done in one button press.

If you notice he does the animation correctly in one swing, then during another swing the emitter fails to trigger. Maybe im over looking some thing that is smacking me right in the face with this, in that I've over analyzed it to death ?
2011-10-09 23:17:00

Author:
Butaneflame
Posts: 64


I'd say this.

X activates a counter (set to max 1). It is also set to a timer (set to count up) which lasts 0.5 secs, and when it reaches it's goal, it resets both the timer and the counter. The counter is obviously set up to whatever you want it to be.

Does that help?
2011-10-10 01:01:00

Author:
standby250
Posts: 1113


X activates a counter (set to max 1). It is also set to a timer (set to count up) which lasts 0.5 secs, and when it reaches it's goal, it resets both the timer and the counter. The counter is obviously set up to whatever you want it to be.


That might very well work Standby. Pyrsin is currently playing the Ico game, so Ill have to give this a try tomorrow. Which ever logic works I'm going to report back.
I cant tell you how many searches Ive ran on Button Presses Counter for LBP2 so I'm sure there are others who have a semilar problems.
2011-10-10 01:40:00

Author:
Butaneflame
Posts: 64


Use the counter pulse method, but feed the same wire that feeds into the emitter into the counter's reset. Or the very last feed to activate in the sequence if it isn't the emitter. That way it won't cut off before executing entirely.2011-10-10 17:03:00

Author:
Xaif
Posts: 365


That way it won't cut off before executing entirely.


I've tried a lot of different methods late last night, going to fire LBP back up in a little bit. I'll give that a try Xaif.

One of the above methods was doing just as you described, cutting off before the entire animation could be executed.
2011-10-10 21:31:00

Author:
Butaneflame
Posts: 64


Got it fixed now. I just had to put down the coffee.

Thank you (all) ever so much!!
2011-10-10 22:48:00

Author:
Butaneflame
Posts: 64


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