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Problem with controlinator and directional pad
Archive: 10 posts
i have tried switching controlers, and deleting and creating a new controlinator, but i still cant get the directional buttons to work. has anyone had this problem before and if so how do i fix it? i can still use the directional buttons to rewind and scroll through menues, but on the controlinator they just dont work i have my pop-it enabled and other settings are normal, any fixes? | 2012-04-13 09:33:00 Author: ToborTheRobot Posts: 29 |
i have tried switching controlers, and deleting and creating a new controlinator, but i still cant get the directional buttons to work. has anyone had this problem before and if so how do i fix it? i can still use the directional buttons to rewind and scroll through menues, but on the controlinator they just dont work i have my pop-it enabled and other settings are normal, any fixes? Have you tried it in play mode? I don't think the directional controls work in create mode, I could be wrong though. | 2012-04-13 10:45:00 Author: Ali_Star Posts: 4085 |
Have you tried it in play mode? I don't think the directional controls work in create mode, I could be wrong though. Yeah, I am pretty sure you are right. | 2012-04-13 11:13:00 Author: Antikris Posts: 1340 |
Sorry to hijack your thread, but I have a quick question regarding controlinators. Is it possible to have it so you enter a controlinator when you activate a switch? Maybe by putting it on a microchip, setting it to "enter automatically" and having to microchip activate when you grab an object for example? | 2012-04-13 11:37:00 Author: Ali_Star Posts: 4085 |
Sorry to hijack your thread, but I have a quick question regarding controlinators. Is it possible to have it so you enter a controlinator when you activate a switch? Maybe by putting it on a microchip, setting it to "enter automatically" and having to microchip activate when you grab an object for example? Yes, but you need to use a slightly different approach, as you cannot "Enter" Controlinators when they are located inside Microchips. Take a Controlinator and set it to Auto Enter and a radius that fits your setup. Now wire your Switch to a NOT Gate which you wire to the Eject Input at the bottom of the Controlinator. This way when you trigger the Switch, a signal will NOT be sent to the Controlinator telling it to Eject. Therefore It will start pulling players in due to the Auto Enter setting. It's kinda the opposite way of activating a Microchip containing a Controlinator (here you inactivate an Ejecting Controlinator), but the result is the "same" | 2012-04-13 12:26:00 Author: Slaeden-Bob Posts: 605 |
i have tried switching controlers, and deleting and creating a new controlinator, but i still cant get the directional buttons to work. has anyone had this problem before and if so how do i fix it? Controlinator d-pad outputs only work in Create Mode when using the "Receiver" -> "From Nearest Player" option. In Play Mode they additionally work when you enable the "Disable Popit Controls" option. | 2012-04-13 13:47:00 Author: Aya042 Posts: 2870 |
Yes, but you need to use a slightly different approach, as you cannot "Enter" Controlinators when they are located inside Microchips. Take a Controlinator and set it to Auto Enter and a radius that fits your setup. Now wire your Switch to a NOT Gate which you wire to the Eject Input at the bottom of the Controlinator. This way when you trigger the Switch, a signal will NOT be sent to the Controlinator telling it to Eject. Therefore It will start pulling players in due to the Auto Enter setting. It's kinda the opposite way of activating a Microchip containing a Controlinator (here you inactivate an Ejecting Controlinator), but the result is the "same" Have just tested this. Appears to be limitation in that you can only enter the controlinator once, so when you eject, you can't enter it again. I guess this is a general limitation with having it set to automatically enter? | 2012-04-13 18:45:00 Author: Ali_Star Posts: 4085 |
Appears to be limitation in that you can only enter the controlinator once, so when you eject, you can't enter it again. I guess this is a general limitation with having it set to automatically enter? Sort of. Once a controlinator set to Automatically Enter has been entered once during the current session, you have to leave and re-enter its Trigger Radius to be able to enter it again. The typical workaround for this limitation is to emit a new controlinator each time. | 2012-04-13 20:03:00 Author: Aya042 Posts: 2870 |
yesi have tried it in play mode, it doesnt work | 2012-04-14 08:28:00 Author: ToborTheRobot Posts: 29 |
yesi have tried it in play mode, it doesnt work You have to enable its "Disable Popit Controls" option. | 2012-04-14 15:10:00 Author: Aya042 Posts: 2870 |
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