Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Only killing one while hitting more than one

Archive: 7 posts


Is this possible? I have boxes in my level that get destroyed when you jump on them but when you jump in the middle of 2 boxes it destroys both. I want it to only destroy the nearest one. So pretty much like the bounce pads work, if you jump in the middle of 2 of them it'll only activate the nearest one. I have no idea how to make it like this with some logic though. Also, I want it to be wireless between boxes cause I'll probably have a lot of them in my level.

Anyone has any idea how to do this?




EDIT: Think I found a way to do it already, seems to work accurately too. Best of all, it's wireless and it's exactly the same on every box. Have it wired up to some lights in the picture for testing but they'll be going to a destroyer on the box.

http://ib.lbp.me/img/ft/d3ba9e30fd5d09e0678f5c07baa8902b52def34d.jpg

The 2 microchips on each board have a player sensor with 180 degree small radius (7.5 for my size box), split up to left and right which activate a left or right tag. The inverted tag sensors on the left of the board will see when these tags are active and turn off the microchip of the opposite side. The OR-gate, AND-gate and impact sensor I don't have to explain I guess.

So what this is doing is when you're on the right of a box it disables the left sensor on the other box near it and it won't destroy that box, but only the nearest one (the one you're on).


I'm not sure if this is the easiest way to do it though, so I'd still like to know if there's any other way.
2011-11-06 11:55:00

Author:
Firehuntah
Posts: 75


I'm not sure if this is the easiest way to do it though, so I'd still like to know if there's any other way.
You could set the impact sensors to require a tag and make a piece of tagged holo follow the player that was really thin/small that was more unlikely to trigger two boxes at once than sackboy would.
2011-11-06 17:32:00

Author:
Ayneh
Posts: 2454


You could set the impact sensors to require a tag and make a piece of tagged holo follow the player that was really thin/small that was more unlikely to trigger two boxes at once than sackboy would.

Yeah but if you'd jump right in the middle it'd still trigger both boxes which shouldn't happen.

I've implemented the logic in my picture above on all the boxes and it works perfectly. Haven't seen 2 boxes getting destroyed anymore when jumping on them. It's just that there's a lot of logic on my boxes now, thermo goes up pretty fast whenever I place a few more of these boxes. I just don't know how else to make it work like this.
2011-11-06 17:49:00

Author:
Firehuntah
Posts: 75


Yeah but if you'd jump right in the middle it'd still trigger both boxes which shouldn't happen.

I've implemented the logic in my picture above on all the boxes and it works perfectly. Haven't seen 2 boxes getting destroyed anymore when jumping on them. It's just that there's a lot of logic on my boxes now, thermo goes up pretty fast whenever I place a few more of these boxes. I just don't know how else to make it work like this.
Yeah, it wouldn't work 100% like your does.

One way to reduce the number of logic components/thermo would be to move the process outside the boxes somehow.

If you could prioritise signals in terms of strength then you could choose to destroy one box at a time based on how close it was to the player.

Or maybe the setting to detect 1, 2, 3, etc tags at a time on a tag sensor could be useful for determining when the player has hit more than one box.
2011-11-06 18:23:00

Author:
Ayneh
Posts: 2454


One way to reduce the number of logic components/thermo would be to move the process outside the boxes somehow.

Thought of this earlier but I don't think it would work. There are 14 different boxes and they all react differently to the player's sackbot. There's also some logic between the boxes, like if one box falls onto the other, it triggers as well. Some of the logic already isn't on the boxes so there's quite a few tag sensors on the boxes which also takes up space again. Really have no idea how I would get all this logic together into one place. Some things have to stay on the boxes anyway, like destroyers, tags, tag sensors and movers. I'll look into it some more though, but I don't think this will be possible.



If you could prioritise signals in terms of strength then you could choose to destroy one box at a time based on how close it was to the player.

Was trying this before I came up with the current system, but couldn't really figure out how to prioritise the signals from the tag sensors and how to send a signal back to the right box.



Or maybe the setting to detect 1, 2, 3, etc tags at a time on a tag sensor could be useful for determining when the player has hit more than one box.

Then I'd still need some logic to determine which one is closer though and then send the signal back to the right box so it gets destroyed. Don't really know how. It gets kind of confusing anyway when there's so much logic on the boxes. Whenever I make some changes I usually break something else again.
2011-11-06 19:40:00

Author:
Firehuntah
Posts: 75


Then I'd still need some logic to determine which one is closer though and then send the signal back to the right box so it gets destroyed.

Maybe this chip can help you to do that:

http://i1.lbp.me/img/ft/111bc45e90baafb6f8638de7cd688c5d0d9527d7.jpg

This chip compares two signals and determines which one is bigger, or if they are equal. I'll explain how it works:

The top input is signal A. The other one is signal B. So, the Direction combiner substract one signal from the other. If result is +, A is bigger. If result is -, B is bigger. Else, they are equal and NXOR gate will activate. Thus you can switch logics depending on which signal is bigger. The "0" chips are just Greater than Zero Gates, like the one shown in the next photo. Sequencer's input value is set to Positional. Greater than Zero gate gives 100% signal through it's output if input's signal is not 0%.

http://ie.lbp.me/img/ft/44e28fa6ddd5f7627735f6b045a3ae760193092d.jpg

Put player sensors inside each box's chips. Player sensors give an a.nalogic signal which value depends on closeness. Then combine some comparer chips to compare all the signals wirelessly. Using Tags with different Label Names (e.g: BOX1, BOX2, etc.) and the corresponding Tag Sensors (0 to 5000 ranged) with their Output Value set to Signal Strentgh will work exactly like wires, with percentage, +, -... all transmitted.

So my idea is to enable the box's "destroyer chip" if it's Player Sensor signal is the strongest. For combining properly the comparers, take the strongest signal from each comparation to make the next comparation, and so on. This simple chip can help for it:

http://i0.lbp.me/img/ft/1c03c626e0e2c03e418c766e850a5227d259b95c.jpg

Through it's bottom output, you can control the a.nalogic signal's circulation through it. Useful to trigger the circulation of strongest signals in this case.

I figure out these logics can be heavy for the thermo :/, but I guess it's the most accurate solution.

If you want to add me, send me a friend request telling me that you found me in these forums. My ID is SebasSBM. If my list is already full, just tell me and I'll make a place for you .

EDIT: Oh, I almost forgot to give credit to pivottt, he made the Comparer chip, and I found it inside the Creators Toolkit. Since I've got this game, I've always been skilled with logics, but, two weeks after getting the game, I found the toolkit, which was made by robbit10 and many other awesome logic genious. I learned a lot back-engineering their chips, and I still use often some of their tools.
2011-11-07 06:14:00

Author:
SebasSBM
Posts: 159


Looks like a great system to determine which one is closer but I'd have to give every box a different tag, or every box that's next to another one at least which I kind of want to avoid since there'll be many boxes together at some places. Think I'll just keep the system I have now, and have the boxes emit when you reach certain points in the level. Should keep the thermo down a bit as well. Though this may give problems again if people don't break them all. 2011-11-07 13:03:00

Author:
Firehuntah
Posts: 75


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.