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#1

Problem with the Randomizer...

Archive: 22 posts


The title says it...

So, here it is...my problem:
I have one randomizer connected with three emitters. I want that one of the emitters is activated by the randomizer. But it happens very often that none of the emitters gets activated. :/
How can I make it that one of the emitters get activated certainly by the randomizer? I mean...that it doesn't happen that none of the emitters gets activated...

(Oh man, I'm so sorry for my bad English! I hope you understand my problem! )
2011-10-18 20:35:00

Author:
StarrKable
Posts: 196


Check your timing on the randomizer. If you are triggering it with a timer or switch or something that just provides a quick pulse, then you need to make sure your on time and off time are set low so that it triggers right away. Also, try setting it to override pattern. I have had luck with that.

Do you only need one emitter activated, or will others activate later?
2011-10-18 20:43:00

Author:
tdarb
Posts: 689


What tdarb said or in short.... set both "Max-Min off time" to 0, or pass the outputs of the randomizer through a selector.2011-10-18 20:57:00

Author:
zupaton
Posts: 167


Setting On- and Off-Time to zero doesn't help, already tried it...

But I'll try to set the randomizer to "override pattern" and to use a Selector!

Thank you guys!
2011-10-18 21:05:00

Author:
StarrKable
Posts: 196


Maybe this would help?


http://www.youtube.com/watch?v=oVYY0z4HSq8

That way you can have more control on probability.
2011-10-18 22:17:00

Author:
MonarioBabii
Posts: 128


Have you tried setting the emitters to one-shot instead of on/off? They should fire in an instant without any "reloading" time.2011-10-18 23:02:00

Author:
Ungreth
Posts: 2130


Most of the time when I hear people having this problem, it's because their emitter is set to On/Off input instead of 1 shot.2011-10-18 23:31:00

Author:
xero
Posts: 2419


The emitters are set to "one-shot".

Thanks MonarioBabii for the video! Gonna check it out later on!
2011-10-19 07:44:00

Author:
StarrKable
Posts: 196


Nothing of your suggestions helped and the video wasn't actually a big help...
It still activates most of the times none of the emitters...
By the way, forgot to mention, a pulsating switch (counter - set to 1 - deactivates itself) is connected with the randomizer.
2011-10-19 19:44:00

Author:
StarrKable
Posts: 196


By the way, forgot to mention, a pulsating switch (counter - set to 1 - deactivates itself) is connected with the randomizer.
That wasn't very kind of you. lol
j/k
2011-10-19 20:02:00

Author:
zupaton
Posts: 167


Oh please forgive me, I hope that didn't hit you too hard.
Just kidding. :3
2011-10-19 20:07:00

Author:
StarrKable
Posts: 196


I have one randomizer connected with three emitters. I want that one of the emitters is activated by the randomizer. But it happens very often that none of the emitters gets activated.

Assuming you're using the "Emit Once" option on the emitters, then you need a rising edge (http://en.wikipedia.org/wiki/Signal_edge) to trigger them.

To get a rising edge when using a randomizer in "On/Off" mode, it's a simple as setting a non-zero "Off Time", but if you're using the "Override Pattern" mode, the "On Time" and "Off Time" settings are ignored, so if the randomizer picks the same output twice in a row, you won't get a rising edge.

One workaround is to AND the outputs with whatever you're using to trigger the randomizer, like this...

http://ib.lbp.me/img/ft/79bc9e7f7ddedf851dc0bd83d6c0f964eef22158.png

...in which it's triggered by a self-resetting timer.
2011-10-19 21:52:00

Author:
Aya042
Posts: 2870


http://ib.lbp.me/img/ft/79bc9e7f7ddedf851dc0bd83d6c0f964eef22158.png

but wouldn't that just carry emitting randomly? or is that effect he wants? if not he could easily reset the timer with a button press or whatever he wants it to be triggered by. this is the best system though because the randomiser is already set and awaiting the second input via the and gate so he will have more control over how quickly they emit.
2011-10-19 22:02:00

Author:
GribbleGrunger
Posts: 3910


but wouldn't that just carry emitting randomly? or is that effect he wants?

That's just an example - the timer can be replaced with any other component. I've no idea what he wants to trigger it with, because he didn't specify.



if not he could easily reset the timer with a button press or whatever he wants it to be triggered by.

If he wants to trigger with something else (say a grab switch), then the timer is unnecessary. He need just connect the grab switch to all the inputs that the timer in the diagram was connected to.
2011-10-19 22:11:00

Author:
Aya042
Posts: 2870


If he wants to trigger with something else (say a grab switch), then the timer is unnecessary. He need just connect the grab switch to all the inputs that the timer in the diagram was connected to.

well yes... but i assumed the setup was to enable him to have a delay if he so wished
2011-10-19 22:45:00

Author:
GribbleGrunger
Posts: 3910


well yes... but i assumed the setup was to enable him to have a delay if he so wished

You assume incorrectly. It was just the easiest way to test the circuit actually worked, i.e. generating a pulse every second, and confirming one emitter always gets a rising edge.
2011-10-19 23:03:00

Author:
Aya042
Posts: 2870


You assume incorrectly. It was just the easiest way to test the circuit actually worked, i.e. generating a pulse every second, and confirming one emitter always gets a rising edge.

ah, i see. that makes perfect sense then lol... look, i tried to look intelligent, at least give me props for that
2011-10-19 23:06:00

Author:
GribbleGrunger
Posts: 3910


Thank you very much Aya042!

So...I can replace the time with my pulsating switch, right?
(And I want that one emitter gets activated randomly by the pulsating switch.)
2011-10-20 08:08:00

Author:
StarrKable
Posts: 196


You can replace the timer with anything that provides a rising edge (http://en.wikipedia.org/wiki/Signal_edge) digital signal (transition from off to on).2011-10-20 08:30:00

Author:
tdarb
Posts: 689


Ok, thank you!
Gonna try it out! Hopefully it works. ._.

So, I tried it the way Aya042 described it, unfortunately it didn't work as well...
But I've found a solution myself! (Gonna upload a picture of my solution later on! :3)

Still thank you guys!
2011-10-20 11:53:00

Author:
StarrKable
Posts: 196


I've had this problem before. For me it happened when the same emitter was selecter again. To prevent the emitter from not spawing, you need to put the wires connecting the randomiser to the emitters through a microchip. Have it set so the microchip is turned off and back on after and object is emitted, it should reset the randomiser's output.2011-10-20 12:48:00

Author:
Ali_Star
Posts: 4085


http://img803.imageshack.us/img803/2624/einfoto3.jpg

So, this is the way I did it (and it works just fine...and was actually the only solution...)

First thing we have iss a counter with max-count set to 1. When it gets activated it sends a constant signal to the randomizer which makes sure that the randomizer actually activates one of the emitters. The randomizer is connected with three counters (again with max-count set to 1 and it resets itself as soon as it gets activated to send a quick pulsating signal). These counters are connected with three emitters and with an Or-Gate which resets the very first counter.

With this little thing my problem is solved!
Perhaps this helps the people which have the same problem as I did!
2011-10-20 15:26:00

Author:
StarrKable
Posts: 196


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