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logic conflict. need help.
Archive: 9 posts
I have a level using a controlinator. multiple buttons trigger different hologram animations. i put a chip on the controlinator that deactivates the other chip all the logic is on when two buttons are pressed at once. this is to keep multiple animations from being triggered at the same time. (on that chip each aniamtion has a countdown timer that keeps new inputs from being input during the current move). i thought i covered all bases, but if you hold down a button and press a second button during that 1st moves duration, the chip that runs the moves gets deactivated freezing the animation until buttons are let go of. "Maybe putting all the animations on sequencer would keep em going even if the chip the sequencers are on gets deactivated.?", i think to myself but i already had it like this, and the game is bugged so whoevers behind on lag just sees nothing while the other player (usually the host) can see whats going on. because of this bug i had to remove the sequencers and give each emitter its own timer. Anyways i figured the solution was as easy as putting a self resetting counter to 1 in between the controlinator button inputs and the logic on the controlinators chip since counters dont know that you are continuing to hold buttons down, but for some reason all of a sudden the animations stop working right, eg: two can go at once. i double checked to make sure i didnt misplace a connection from the counters, but it was good. i cannot think of why its not working or how to fix it. | 2011-10-12 01:55:00 Author: unnatural Posts: 51 |
Umm... Did you try pulsing the button inputs? Counter set to 1 and it resets itself. Then have the button go through that first. It's good for a one-shot thing since the player has to let go of the button before they can activate it again. | 2011-10-12 02:39:00 Author: Speedynutty68 Posts: 1614 |
yes thats exactly what i did, if you read the last part of my post. i simply put those counters to 1, wired to reset themselves, in between the controlinators button outputs and where the button outputs already went to. for reasons i cant imagine it changed the behavior of the the animations. | 2011-10-12 02:51:00 Author: unnatural Posts: 51 |
Oops didn't see that... I tend to get lazy when reading paragraphs like that... That's why every now and then I start a new paragraph. Basically for every new idea... xD On topic! So the question is: Why is it able to play 2 at once still? To answer this, can you please upload a picture? It would make it much easier than trying to go through the OP and build the logic in my head... xD | 2011-10-12 03:06:00 Author: Speedynutty68 Posts: 1614 |
any chance i can show u in game? there are wires all over the place and chips within chips. following the wires wout a guide would be like a super crazy maze | 2011-10-12 03:27:00 Author: unnatural Posts: 51 |
It sounds like what you want to do is press a button, perform an action, then release the controls to do the next action. In this case the action is perform an animation. What you need is a "while active" condition. Here is something off the top of my head. It will need work, but hopefully it will get you started. When the button press activates animation 1, it also hits a counter set to count to 1. When the last frame of animation 1 completes, it hits the rested button of that counter. That counter runs into an OR gate along with a similarly set up counter on all of the other animations so that you now have something that indicates a running state for the animation. Invert the output of that OR gate. Now, run all your buttons into their own AND gates. take your "now running" OR gate, and run it into the other. Since the OR gate is inverted it will disable the AND gates, and not allow another button press to be registered until the completion of the running animation. You may run into trouble with two buttons being held through completion, but if you run all of the XOR gates into a sequencer, then only the highest order input will be recognized. You would be able to establish an order of importance and activate the top one based on the order of inputs. It probably needs work, but off the top of my head, that is where I would start. | 2011-10-12 03:30:00 Author: tdarb Posts: 689 |
no, just tapping the button is supposed to trigger animation. but i have to account for issues that arise by ppl holding down commands i even tried using count down timers that last as long as the animations triggered by the button that would go to its timer, in place of the counters. but it had the same basic problem. somehow all of a sudden i can do 2 at once | 2011-10-12 03:33:00 Author: unnatural Posts: 51 |
with the example I gave, tapping the button would trigger it, but no other animation could activate until that one is finished. Holding a button would have no effect until that animation is complete, and a new one is clear to begin. Is that not what you wanted? The example I gave will never allow two at once. EDIT-edited my original answer. The other works, but this one is a tad cleaner. just realized what you meant. In that case, remove the selector I had at the end. or, if you still want the error control it can provide, give it one extra input/output. On the highest order output, attach a NOT gate, and run that into the same input. As soon as the output changes, it will trigger the NOT gate, which then brings it back to the neutral one. This will give you control over the order of importance of simultaneous presses, but still treat it as a tap. | 2011-10-12 03:38:00 Author: tdarb Posts: 689 |
tx. that idea of sending the or gate to 2 inputs in an xor gate for each of the animations may help. im way too exhausted right now to keep at this though. and im going to just delete every wire and start from scratch for a clear look at my system again. ill probably put it off a few days or so. i wonder if my level'd've done better on the yay nay front while it was on the cool pages had i caught this bug before publishing : | 2011-10-12 04:26:00 Author: unnatural Posts: 51 |
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