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Wireless Tagging System

Archive: 14 posts


Did you ever want to use tags like in LBP2? Have you ever ran out of magnetic key colors to use? Do you have no idea how to use tags in the first place? If the answer is yes to any of those questions, you've come to the right place.

Let me start off with the basics. What do I mean by Wireless Tagging System (WTS)?

We'll call it WTS for short. This can be used in a variety of ways, and works through emitters, magnetic keys, and magnetic key switches. Truly, the possibilities are endless. However, if you want an example, ponder this...

You want to emit something with an emitter. Instead of setting the object's lifetime, or the time it takes until it disappears, you want the player to be able to control how long the object stays emitted. For example, say you want the player to grab a switch to set off the emitter. You want the object to stay emitted only as long as the player grabs the switch for. Normal applications don't allow this because setting it to "one-shot" or "on/off" only bases the lifetime off the pre-set number. Confused? Hold on, let me simplify things a bit. Basically, to make the object stay emitted while the grab switch is grabbed, and have the object disappear as soon as you the player lets go of the grab switch, you need the WTS.

I realize I didn't explain anything about the WTS there, that was to clarify things, HOLD THE PHONE!

Using the same example from above, let's say the object you are emitting is a map. You want the player to be able to run to this special spot, grab a switch, look at the emitted map, and then be on his or her merry way. So, you place a magnetic key switch on the map with its radius as large as possible (as large as the level expanse is fine too). This magnetic key switch is set to "One-Shot" and its wire is attached to the map if it is dissolve material, or if not, a hidden creature brain, in order for the object to be destroyed at will.

In order for the magnetic key switch to be activated, you need a magnetic key the same color to set it off. This is where the pieces all come together. Are you excited? XD Set an emitter up to emit a magnetic key. Be sure that you haven't used this color yet, otherwise your map will always emit and be destroyed immediately after. So, I use the light blue switch color for the sole purpose of Wireless Tagging in my levels. Place the magnetic key on a piece of static material and either make it invisible or hide it when it is emitted.

Hook up the wire of another grab switch (on the same piece of material) to this magnetic key emitter, and set the grab switch to "One-Shot" and "Inverted." So, to check things over, you now have two grab switches on one piece of grabbable material and each one is attached to its own emitter, each set to "One-Shot." The magnetic key's emitter settings should be a lifetime of something short, like .2 seconds to be safe, and infinite max emitted, 1 emitted at once, and all the others should be common sense to figure out. Basically, this set-up will make it so when you grab the material, the first grab switch emits the map with the magnetic key switch. When you let go, the inverted grab switch activates (it is always active except when grabbed) and the key emits for a quick .2 seconds to notify the key switch to delete the map.

This is only one example of the WTS's applications. I personally use different magnetic key colors for various purposes. Purple and pink for logic (permanent switches, and switches) and light blue for all my Wireless Tags. The other colors I use for my objects throughout the level (if I have any). Technically, you have unlimited tags. This is a neat bonus of the WTS because by using the same one color, and being careful with the lifetime of how each is emitted, you can emit a "Tag" whenever you need to. Thus, you have an endless supply of magnetic key resources.
*A word of warning about this last aspect of the WTS. If you emit magnetic keys on an inverted basis, be especially sure that they emit only for a short, predetermined amount of time. Otherwise, if set to infinite lifetime, the light blue key will always be present and make this useless.

I only read this over once quickly, so I'll be checking it again. For now, let me know if there are any confusing parts or anything I need to explain further as I will happily do so. I came up with this idea awhile ago and have been using it for some time, but I hadn't had enough time for writing a tutorial until now. Best of luck creating!
2012-03-13 22:34:00

Author:
WoodburyRaider
Posts: 1651


Makes sence to me. Kind of.

I will have to test it out.
2012-03-13 22:41:00

Author:
unc92sax
Posts: 928


Makes sence to me. Kind of.

I will have to test it out.

I've used it behind the scenes in a couple levels thus far, but I'll probably use it more prominently in an upcoming level sometime. If you need further explanation, let me know.
2012-03-13 22:48:00

Author:
WoodburyRaider
Posts: 1651


After reading this my brain was like: OMFGWHATISHETALKINGABOUT!?!? But I'll try this. Sounds very useful. C:2012-03-13 23:25:00

Author:
Schark94
Posts: 3378


After reading this my brain was like: OMFGWHATISHETALKINGABOUT!?!? But I'll try this. Sounds very useful. C:

It made sense to me, because I have a higher brain capacity than many inept commoners.

What does inept mean? Look it up in the dictionary!
2012-03-13 23:43:00

Author:
unc92sax
Posts: 928


After reading this my brain was like: OMFGWHATISHETALKINGABOUT!?!? But I'll try this. Sounds very useful. C:

It's quite simple, actually. You see, 1 + 1 = Window. ?Comprende?


It made since to me, because I have a higher brain capacity than many inept commoners.

What does inept mean? Look it up in the dictionary!

Can't. Compute. Too. Much. Intelligence.

Does that make since to you? Sense you asked, inept means incapable or without skill. "Inept commoners" must have really poor grammar skills...
nice try bud, maybe next year ;]
2012-03-13 23:45:00

Author:
WoodburyRaider
Posts: 1651


Can't. Compute. Too. Much. Intelligence.

I have a question: How do inept commoners (not gonna mention any names) figure out how to use logic?
2012-03-13 23:50:00

Author:
unc92sax
Posts: 928


It made since to me, because I have a higher brain capacity than many inept commoners.

http://images.wikia.com/illogicopedia/images/c/c1/ORLY.jpg

So why don't you use it?
2012-03-14 00:22:00

Author:
Schark94
Posts: 3378


Secne yor so much smartr why not uze itt?
There are no circumstances where I need to!
2012-03-14 00:55:00

Author:
unc92sax
Posts: 928


After reading this my brain was like: OMFGWHATISHETALKINGABOUT!?!?

me too. I NEED A VIDEO VERSION OF THIS! LOL
2012-04-10 17:50:00

Author:
Sunbunny23
Posts: 995


Yeah, I was more expecting this to help more experienced creators since this is an advanced idea. I recently built a currency system using this method. While it takes far more steps (and much more thermo) this way than using say, notched wheel logic, it still gets the job done in the end.


me too. I NEED A VIDEO VERSION OF THIS! LOL

If I had the right equipment, I would gladly provide a video tutorial. Maybe I could request someone with video recording capabilities on PS3 to recreate this on LBP1.
2012-04-10 21:13:00

Author:
WoodburyRaider
Posts: 1651


Yeah, I was more expecting this to help more experienced creators since this is an advanced idea. I recently built a currency system using this method. While it takes far more steps (and much more thermo) this way than using say, notched wheel logic, it still gets the job done in the end.

I've been popping in and out of this thread for the past 4 weeks, and I still don't get it.
2012-04-12 23:51:00

Author:
CyberSora
Posts: 5551


1 emitted piece of invisible material with a single magnetic key on it + 0.1 second lifetime = Profit2012-04-13 01:05:00

Author:
WoodburyRaider
Posts: 1651


So, just to make sure I'm getting this, you are basically emitting an object which has a magnetic switch on it set to make itself dissolve, and then use a magnetic key emitter to manually set when that object will dissolve?

I've used similar logic in some cases, not in anything I put in a real level though. At least now I have a name for it .

And this could be very helpful to some creators so thanks for sharing!
2012-04-14 23:27:00

Author:
metsfan1025
Posts: 181


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