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What tool to open door after all enemies are destroyed?

Archive: 17 posts


My husband and I are making a level and need some help. We currently have 10 zombies being emitted into a room and we want a door to the next section of the level to open after all ten zombies have been destroyed. What would be the best way to go about this? Should we use the counter?2011-11-22 05:57:00

Author:
Unknown User


First place a tag labeled "zombie" on each of the zombies, the tag should be the same on all zombies so emitting 10 copies of the same zombie is fine.
Then place a microchip in the center of the room, in that chip place a tag sensor with the same color and label as the tags on the zombies, and set the max radius to cover the whole room.
Wire the sensor to a counter set to 1, then take another wire from the sensor and wire it to a NOT gate, then wire both the counter and the NOT gate into a 2-input AND gate.
then take the wire from the AND gate and wire it to whatever you are using to open the door.
all this should b in the same microchip, just to keep things tidy.

when your zombies are first emitted it will permanently activate the counter, then when all the zombies are gone the NOT will activate the AND gate, opening your door
2011-11-22 07:04:00

Author:
evret
Posts: 612


My husband and I are making a level and need some help. We currently have 10 zombies being emitted into a room and we want a door to the next section of the level to open after all ten zombies have been destroyed. What would be the best way to go about this? Should we use the counter?

emit an inverted tag sensor, green or whatever you want just after the emitting sackbots. this makes it so that it only comes on when there are NO green tags in it's radius. green tag on all the sackbots. done. attach whatever opens the door to the tag sensor, it'll then open that pesky door
2011-11-22 12:51:00

Author:
GribbleGrunger
Posts: 3910


tag sensor, green or whatever you want. inverted. this makes it so that it only comes on when there are NO green tags in it's radius. green tag on all the sackbots. done. attach whatever opens the door to the tag sensor, it'll only activate when all the sackbots are gone
they said the zombies were being emitted into the room, so with just an inverted sensor it would activate the door b4 the zombies were emitted. i added extra logic to wait till zombies have been sensed then destroyed b4 opening the door
2011-11-22 12:58:00

Author:
evret
Posts: 612


they said the zombies were being emitted into the room, so with just an inverted sensor it would activate the door b4 the zombies were emitted. i added extra logic to wait till zombies have been sensed then destroyed b4 opening the door

i was just getting back to edit it lol. i actually suggested emitting the sensor, but for some reason i said prior instead of after! stupid me.

couldn't they just put a toggle turned to off between the sensor and the switch that opens the door? the inverted sensor would already be on when the sackbots arrive but wouldn't turn the toggle when it turned off. it would however turn the toggle when it turned back on again. i just like to try and keep my logic as simple as possible

so: inverted tag sensor with label zombie. this goes into a toggle that's in the 'off' state. the toggle is attached to the mechanism that opens the door. tag on sackbots (zombie). when they are emitted the sensor turns off, but it won't switch the toggle because there won't be a pulse. but when all the sackbots are gone it will turn back on again creating a pulse that turns the toggle to it's 'on' position. that'd work
2011-11-22 13:08:00

Author:
GribbleGrunger
Posts: 3910


Emitted sensors? Please, that is so impractical.

Tag sensor to detect zombie tag, activates a 1 shot counter. Wire counter and an inverted zombie tag sensor to an AND gate and voila. The counter will activate after zombies are emitted and when all zombies have died the inv tag sensor and the counter activate the AND gate.

If you wanna save sensors, you can even let the inverted one out and hook the normal one to a NOT gate and hook that gate to the AND.
2011-11-22 17:07:00

Author:
Antikris
Posts: 1340


Emitted sensors? Please, that is so impractical.

Tag sensor to detect zombie tag, activates a 1 shot counter. Wire counter and an inverted zombie tag sensor to an AND gate and voila. The counter will activate after zombies are emitted and when all zombies have died the inv tag sensor and the counter activate the AND gate.

If you wanna save sensors, you can even let the inverted one out and hook the normal one to a NOT gate and hook that gate to the AND.

yeah, but this was also a solution and to me the most straightfoward:

so: inverted tag sensor with label zombie. this goes into a toggle that's in the 'off' state. the toggle is attached to the mechanism that opens the door. tag on sackbots (zombie).

when they are emitted the sensor turns off, but it won't switch the toggle because there won't be a pulse. but when all the sackbots are gone it will turn back on again creating a pulse that turns the toggle to it's 'on' position. that'd work
2011-11-23 00:47:00

Author:
GribbleGrunger
Posts: 3910


so: inverted tag sensor with label zombie. this goes into a toggle that's in the 'off' state. the toggle is attached to the mechanism that opens the door. tag on sackbots (zombie).

when they are emitted the sensor turns off, but it won't switch the toggle because there won't be a pulse. but when all the sackbots are gone it will turn back on again creating a pulse that turns the toggle to it's 'on' position. that'd work

Don't forget that that sensor is activated at the start of the level, just before any zombies are emitted. My method specifically requires for zombies to appear before their disappearance will cause any effect.
2011-11-23 07:45:00

Author:
Antikris
Posts: 1340


why would the sensor need to be activated at the start of the level? with no sackbot there it would be in it's on state right from the start of the level by default. this wouldn't effect the toggle switch because it's in the off position. when the sensor turns off the toggle switch will not be effected because there isn't a signal going into it to switch it on. it's only when all the zombies are dead that the sensor returns to it's on state and flicks the trigger switch.2011-11-23 08:54:00

Author:
GribbleGrunger
Posts: 3910


why would the sensor need to be activated at the start of the level?

It does not need to be activated, it simply is. Hook a sound object to it, set to global sound, start your level in play mode.
2011-11-23 12:00:00

Author:
Antikris
Posts: 1340


It does not need to be activated, it simply is. Hook a sound object to it, set to global sound, start your level in play mode.

lol. you've totally lost me. we are still talking about the same problem aren't we. my method doesn't require all of this
2011-11-23 15:18:00

Author:
GribbleGrunger
Posts: 3910


Why not put a magic mouth on the door saying "If you are brave enough, pass through this door only when you kill all the zombies"?
This way you will also have a free, cheap automatic (self continence related) variable difficulty that help you avoid downraters since anyone will leave the room at will and happy....
Doesn't sound really convincing but its an idea neverthless.
2011-11-23 17:23:00

Author:
zupaton
Posts: 167


lol. you've totally lost me. we are still talking about the same problem aren't we. my method doesn't require all of this
your proposed method does however require you to either create while unpaused, or unpause-modify-pause-continue creating.
both of which i strongly recommend you learn not to do.
most experienced creators create exclusively while paused, and only unpause to test what they just created, then will rewind b4 continuing to create.
this is a practice everyone should try to stick to as it is the best way to ensure you don't lose hours of off-screen work without realizing.
i can explain this better if you need but i dont have the time right now.
2011-11-23 20:01:00

Author:
evret
Posts: 612


i'm still lost. the question was how to make it so that when all the sackbots are dead the door opens and i propose this:

so: inverted tag sensor with label zombie. this goes into a toggle that's in the 'off' state. the toggle is attached to the mechanism that opens the door. tag on sackbots (zombie).

when they are emitted the sensor turns off, but it won't switch the toggle because there won't be a pulse. but when all the sackbots are gone it will turn back on again creating a pulse that turns the toggle to it's 'on' position. that'd work

pause, rewind, forwardwind, do what you want, it's just the simplist way of doing what they want to do. how have we suddenly got into a conversation about creator habbits?
2011-11-23 21:28:00

Author:
GribbleGrunger
Posts: 3910


I think you got into a conversation about creator habits because most experienced creators would find this a rather simple problem with a rather simple solution (you probably already did something similar a thousand times). However, everyone handles it very differently. Some would advise the most efficient way (this would be you, Gribble), while others might advise something safer (e.g. less likely to bug when not done 100% right).

I would put some logic in the thing that starts the event, which checks if all 10 zombies have been spawned (likely the same logic you used to make it stop spawning zombies when you spawned 10), and once all have been spawned it activates a permanent toggle (counter set to 0 with a max of 1), which activates the chip in which the inverted zombie tag sensor is, which leads to another permanent toggle outside the chip, which opens the door.

Little more complicated, but it can't possibly bug out.
2011-11-23 21:53:00

Author:
Elifia Kamigawa
Posts: 35


i'm still lost. the question was how to make it so that when all the sackbots are dead the door opens and i propose this:

so: inverted tag sensor with label zombie. this goes into a toggle that's in the 'off' state. the toggle is attached to the mechanism that opens the door. tag on sackbots (zombie).

when they are emitted the sensor turns off, but it won't switch the toggle because there won't be a pulse. but when all the sackbots are gone it will turn back on again creating a pulse that turns the toggle to it's 'on' position. that'd work

pause, rewind, forwardwind, do what you want, it's just the simplist way of doing what they want to do. how have we suddenly got into a conversation about creator habbits?
I said all that because if you do your setup while paused, then unpause it will instantly trigger the toggle.
2011-11-23 23:16:00

Author:
evret
Posts: 612


I said all that because if you do your setup while paused, then unpause it will instantly trigger the toggle.

ok, i see your point.
2011-11-24 12:03:00

Author:
GribbleGrunger
Posts: 3910


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