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Speed sensor question

Archive: 10 posts


i've been having problems with my level An Unexpected Turn (well more than one put this'll do for now) i have three sponge blocks: red/blue/green. these fit onto three pressure pads and once they are all in place, they are shot upwards. i have an antigrav set to 100/100 on the sponge with an impact sensor (requiring tag) and a tag on the ceiling. it works 80% of the time but not perfectly. i have placed a speed sensor on the sponge now, attached to yet another antigrav, this set to 100/0. the idea was that when it was shot up, the momentum would be greater and the sensor at the top would have longer to kick in, thus preventing the sponge from falling. the thing is: how do you measure how fast the sponge is being propelled so that i can set the speed sensor in accordance? i don't want it too fast that it doesn't kick in and i don't want it too slow so that it kicks in even when you are only dragging it2011-11-16 03:34:00

Author:
GribbleGrunger
Posts: 3910


Hmmm, how about once they are all in place it activates a follower tag on each piece of sponge, that then float up to there respective places? That way, you can get rid if all the impact and speed logic, and nothing will ever miss its mark.

I don't know, I'm no good with logic, so I try not to get too fancy. I'm sure our logic experts in the forum will be able to help get you sorted out.
2011-11-16 07:36:00

Author:
CYMBOL
Posts: 1230


you could wire the impact sensor into a counter set to 1, then wire the counter to the gravity tweaker, that would mean even if the block bounces slightly away from the ceiling b4 the tweaker activates it will remain active anyway instead of turning off again2011-11-16 07:58:00

Author:
evret
Posts: 612


you could wire the impact sensor into a counter set to 1, then wire the counter to the gravity tweaker, that would mean even if the block bounces slightly away from the ceiling b4 the tweaker activates it will remain active anyway instead of turning off again

now that sounds promising. it can't turn off at all then. i think this'll do it.

and thanks CYMBOL too

now all i've got to do is stop my lift killing people and make the last piece of material reappear... oh THE JOYYYY!!!!!!!!!!!!!!!!
2011-11-16 08:12:00

Author:
GribbleGrunger
Posts: 3910


It's a labour of love, my friend!2011-11-16 08:37:00

Author:
RainbowtipsFort
Posts: 144


It's a labour of love, my friend!

but when i finish a sentence i just want to put a fullstop
2011-11-16 08:47:00

Author:
GribbleGrunger
Posts: 3910


You could just set a speed sensor to different detection settings and see what the tipping point is.2011-11-16 23:57:00

Author:
Ayneh
Posts: 2454


I'm not 100% sure I understand your goal, but it sounds like you want the blocks to hit the ceiling and stay.

Could you just make them sticky immediately after they are launched?
2011-11-17 00:47:00

Author:
tdarb
Posts: 689


I'm not 100% sure I understand your goal, but it sounds like you want the blocks to hit the ceiling and stay.

Could you just make them sticky immediately after they are launched?

they are already sticky but in order for them to be pulled i had to put a grab switch, a timer and a material changer on there so that i could still pull them. the base you have to put them on also effects that logic so that they can be launched. it wasn't working at first because the stickiness didn't kick in immediately so i decided to go with the impact sensor and tag solution, but even that didn't work 100% because sometime (if the sponge isn't centred on the launch base perfectly) the sponge is shot up at a slight angle. i think it's working now though. i've used the counter set to one idea (don't know why i didn't think of it). i'm sure there is a less convoluted solution but i just want to get on with my second level lol

why don't you check my level out to see for yourself
2011-11-17 02:25:00

Author:
GribbleGrunger
Posts: 3910


why don't you check my level out to see for yourself

Oh, i didn't know you have it published. I'll have a look for it then.
2011-11-17 23:44:00

Author:
tdarb
Posts: 689


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