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#1

Pressure property for the Impact Sensor

Archive: 7 posts


Exactly what it says on the tin. the Impact Sensor should have a property labelled "Pressure", and you can tweak it to how hard something has to press against it in order for it to activate. It could be useful for weight sensors, or maybe a crash detector (if it gets hit too hard, kablooie). They already have the code for impact pressure in the form of impact explosives, but you can't do much tech with those without ruining everything else.2012-04-01 02:38:00

Author:
Unknown User


You can test the speed of an object right before impact. You could make something which stores a signal every 0.1 second and do "stored signal minus current speed". If the difference is very big AND new one is lose to 0, it means you hit something very fast. But of course, this takes loads of logic.

I would like an analog detection with required tags too, this way you could transmit damage through projectiles.
2012-04-01 22:29:00

Author:
Unknown User


You can test the speed of an object right before impact. You could make something which stores a signal every 0.1 second and do "stored signal minus current speed". If the difference is very big AND new one is lose to 0, it means you hit something very fast. But of course, this takes loads of logic.

I would like an analog detection with required tags too, this way you could transmit damage through projectiles.

what about a speed sensor, an impact sensor and an AND gate?
2012-04-03 11:04:00

Author:
GribbleGrunger
Posts: 3910


what about a speed sensor, an impact sensor and an AND gate?
That would work just as well, but you couldn't do it with players unless they're on sackbots
2012-04-03 16:40:00

Author:
Eanikran
Posts: 79


You can test the speed of an object right before impact.

True, but with gravity, even a sackperson standing still will apply pressure. Maybe something more like detecting the distance between two pieces of material connected with a spring.
2012-04-04 16:20:00

Author:
Aya042
Posts: 2870


I know sackboys apply pressure, which is why you have to make sure it was a high speed just before hitting. And if the sackperson is in a moving thing, you have to subtract the ship's speed from the bot's speed to get the speed relative to the moving place.2012-04-04 23:59:00

Author:
Unknown User


what about a speed sensor, an impact sensor and an AND gate?

Well, it would work, but only if that is the only moving object in the level. What about if it's staying still and something else hits it? Or if two objects are moving at a moderate speed and they impact? Or if the object is on a moving platform?
2012-05-06 02:38:00

Author:
Unknown User


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