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How to Create a "Computer" with basic character input?

Archive: 6 posts


I'm creating a level in LBP2 which involves a closeup of a computer screen, with a keyboard which players use to input numbers.

I have realized that for every space where a number should appear on the screen, I need to have all the numbers (in holographic) on top of each other. Therefore if someone pressed a "4" on the pretend keyboard, the holographic "4" on the screen would appear.

So what do I need help with?
Well, I'm not sure how to make it so that once a character is entered, it moves onto the next space. How would I accomplish this?
2011-12-21 14:48:00

Author:
Unknown User


Just had a quick thought here but you could do it so that instead of having every number layered in every position, you have 10 emitters placed on a microchip that is mounted on some invisible holo, which can freely move around. Say it's hovering in the first position, you choose the number you wish to select and it spits out that number from the corresponding emitter, then the whole microchipped holo jumps to the next position. Rinse and repeat, select your next number, spit it out, move along etc. The movement is easy by using a follower on the microchip and a tag at each position all linked up to a selector so only one is active at any one time. Hook your confirm button up to the cycle input on the selector so that when a digit is chosen the cursor simultaneously moves along.

You could introduce a delete function if you need it too by making localised tag sensors set up to destroyers on the numbers, then your holo and microchip jump back a space instead. It might make sense to make this movable holo your cursor or something.

Obviously I've been quite brief here but hopefully you can work out the rest of it. It'll be much lighter on not only thermo but also your sanity as lots of overlapping holograms are very annoying to work with!
2011-12-22 02:07:00

Author:
Xaif
Posts: 365


Just had a quick thought here but you could do it so that instead of having every number layered in every position, you have 10 emitters placed on a microchip that is mounted on some invisible holo, which can freely move around. Say it's hovering in the first position, you choose the number you wish to select and it spits out that number from the corresponding emitter, then the whole microchipped holo jumps to the next position. Rinse and repeat, select your next number, spit it out, move along etc. The movement is easy by using a follower on the microchip and a tag at each position all linked up to a selector so only one is active at any one time. Hook your confirm button up to the cycle input on the selector so that when a digit is chosen the cursor simultaneously moves along.

You could introduce a delete function if you need it too by making localised tag sensors set up to destroyers on the numbers, then your holo and microchip jump back a space instead. It might make sense to make this movable holo your cursor or something.

Obviously I've been quite brief here but hopefully you can work out the rest of it. It'll be much lighter on not only thermo but also your sanity as lots of overlapping holograms are very annoying to work with!

Really liked the way you put this out, easy to explain and build, only problem is deleting characters, you could delete all of the characters at once with this method and maybe even one at a time, i can also tell the logic for that would be extremely vast, although compared to having to put 10 digits in the exact spot it may be much easier.

do you use the standard 8 character number key?
2011-12-22 03:06:00

Author:
Tyranny68
Posts: 390


The logic for it wouldn't really be that intensive if I'm imagining it correctly. It's mainly going to involve selectors and tags.

For the deleting aspect, you can do it by localising tag sensors. Place a tag sensor on each emitted number hooked up to a destroyer with its detection radius very small (so that it only covers the actual number). When you want to delete, have a tag activate within that number's area so it activates the destroyer and deletes the number, while simultaneously activating a negative signal on the cursor selector's cycle input. If you want an option to delete every number at the same time, either have all of the localised tag sensors activate, or instead add an additional sensor hooked up to the destroyer with an OR gate and much larger radius. The latter would probably be the best.
2011-12-22 12:51:00

Author:
Xaif
Posts: 365


You're not thinking it through really well, in order to delet seinlg characters at a time you would need a unique node for each character, you cant just make a unique character for each letter either, you would need a random tag generating device, whis would be difficult in itself, i was thinking it would be simple too but their would be massive problems if you didnt think about all of the challenges before you started, you might have to scrap the first one.2011-12-22 22:10:00

Author:
Tyranny68
Posts: 390


You don't need unique tags. That's what the localised tag sensors achieve, you only need a generic tag connected to a destroyer, the tag to the immediate left of where the cursor is should be the one activated and it will destroy that number only.2011-12-22 22:21:00

Author:
Xaif
Posts: 365


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