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#1

Need help with some basic logic!

Archive: 18 posts


Hey there! I'm kind of a noob when it comes to logic. It kinda fries my brain LOL.

I'm trying to use a controlinator to be able to emit an object, and then make it disappear with the push of the button. Anyone know how I can do this?
2012-05-27 04:29:00

Author:
Unknown User


As usual for me, it's not something I've tried personally, but I would think you could emit it like normal, and have a destoyer that will destroy it when the player hits the button. I believe a controllinator set to react to nearest player attached to it would be needed.

Is it the same button to emit the object as destroy it?
2012-05-27 05:38:00

Author:
xxMATEOSxx
Posts: 1787


I think the easiest way would be to place a tag on your controllinator connected to the button you wish to destroy your object. Then place a matching tag sensor wired to a destroyer on the object you want to disappear. So after the object is emitted you press your desired button and it activates the tag, then the tag sensor detects the tag and activates the destroyer successfully disappearing the object. Hope this helps and don't forget to set your tag sensor's radius large enough to detect the tag from wherever its currently located.2012-05-27 05:50:00

Author:
Unknown User


Yes, using the tag method makes much more sense. Better than what I was saying.2012-05-27 05:53:00

Author:
xxMATEOSxx
Posts: 1787


I think the easiest way would be to place a tag on your controllinator connected to the button you wish to destroy your object. Then place a matching tag sensor wired to a destroyer on the object you want to disappear. So after the object is emitted you press your desired button and it activates the tag, then the tag sensor detects the tag and activates the destroyer successfully disappearing the object. Hope this helps and don't forget to set your tag sensor's radius large enough to detect the tag from wherever its currently located.

Thanks! It sounds like it might work, so I'll give it a try.
2012-05-27 05:57:00

Author:
Unknown User


Oh wait, but if I want to use the same button to emit/destroy, how could I do that?2012-05-27 05:59:00

Author:
Unknown User


if you place a counter set to 1 between the button and the tag, and also have the counter wired to it's own reset (bottom input) it should do the trick2012-05-27 07:49:00

Author:
evret
Posts: 612


Well I tried the tag thing, and that doesn't seem to work.. And then I tried it with the counter but that isn't working either. Maybe I'm doing something wrong?2012-05-27 10:01:00

Author:
Unknown User


you need to make sure the sensor and tag are both the same color and have the same label, and that the max range is large enough.
the suggested method will work, there must be something you are missing
2012-05-27 10:13:00

Author:
evret
Posts: 612


Yeah, they're the same color, and its in range.. I dunno what I could be doing wrong :S2012-05-27 10:47:00

Author:
Unknown User


Here's an alternative method:
On the remote control settings of your controlinator, set it to transmitter (if not already) and set the color to whatever you wish. Then, put a controlinator on your object and set it to receiver in remote control settings (make sure the color is the same as the transmitting controlinator). Take your receiver controlinator and wire the button of your choice to a counter set to a target count of two. Wire the counter to a destroyer. Then save the object, and set the emitter to emit it. It should work...but if you have to press the button three times to destroy your object, then just set the counter on your object to a target count of one.
2012-05-27 14:45:00

Author:
Kalawishis
Posts: 928


Yeah, they're the same color, and its in range.. I dunno what I could be doing wrong :S

it should work without fail, so clearly you've overlooked something. are you resetting the counter as evret suggested? you could replace the counter with a timer if you wanted to prevent the player from destroying the object immediately. wire your X button into the counter or timer (set to reset itself). wire this into a tag. attach the tag sensor to the emitter and to the object it emits. if you use a different button to emit you'll need a different coloured tag (with the same logic) and a different coloured tag sensor on the emitter. don't forget to set both tag sensor to a big radius to make sure they pick the tag up
2012-05-27 22:38:00

Author:
GribbleGrunger
Posts: 3910


Ugh I'm getting frustrated. I know I'm probably doing something wrong.

What am I supposed to have the emitter wired to? I have the X button wired to the counter, and the counter is wired to reset and to the tag, but as much as I press X, the counter doesn't do anything. No matter what number its set on. My game isn't paused so thats not the problem, I'm just not sure what I'm doing wrong .
2012-05-28 04:02:00

Author:
Unknown User


Did you invert the counter's output on accident? Why are you asking what an emitter is supposed to be hooked up to when emitters have NO output for wiring at all?2012-05-28 04:13:00

Author:
BIGGamerer
Posts: 182


Okay, now it works somewhat. It emits and then destroys, but now it sometimes automatically emits back after it destroys itself or vice-versa without me pressing anything. Anything I can do?

EDIT:

Did you invert the counter's output on accident? Why are you asking what an emitter is supposed to be hooked up to when emitters have NO output for wiring at all?

No, and i meant what was I supposed to wire to the emitter.
2012-05-28 04:14:00

Author:
Unknown User


Hey there! I'm kind of a noob when it comes to logic. It kinda fries my brain LOL.

I'm trying to use a controlinator to be able to emit an object, and then make it disappear with the push of the button. Anyone know how I can do this?


Put a microship on the object you want to emit. Put a Magnetic Key Sensor on this chip and set it's radius very very high. Set this magnetic key to a destroyer on the object.

Now set a second emitter that fires the Key needed to destroy the object. Have this emitter fire when the desired button is pushed. If you want this key to be invisible, place it on a hologram/sticker panel.

When the object senses the key, it'll destroy itself. This is one way to do it, there's several other ways.

Edit: someone mentioned this method above. You don't even need to emit the Key. Just have the button turn on the key. Forgot about LBP2 features
2012-05-28 07:05:00

Author:
Nick930930
Posts: 878


Okay, now it works somewhat. It emits and then destroys, but now it sometimes automatically emits back after it destroys itself or vice-versa without me pressing anything. Anything I can do?

EDIT:


No, and i meant what was I supposed to wire to the emitter.

place a 2 port selector on the controlinator, wire your button to the cycle input (the input at the bottom of the selector)
wire the selectors top output to the tag, and the bottom output to the emitter.
make sure the emitter is set to emit once.
this will cycle back and forth between the emitter and destroying tag every time the button is pressed.
however if the object is destroyed by something in your level you may need to press it twice to emit again as it will still cycle to the destroy tag.
if this is an issue you can place a different color (or diff label) tag on the object , then place an inverted corresponding sensor with a large radius on the controllinator, wire this into a counter set to one and wired to it's own reset, then also wire the counter to the top input of the selector.
this will make sure it goes to the right position when it is destroyed without a button press, so when there is no object the button will emit, when there is an object the button will destroy it.

(you could use the same tag and sensor color as b4 if u wanted, as they wont be detected on the same chip, but wanted to avoid confusion)

edit: added a pic, sensors should both have large enough radius to cover your play area, red one is inverted. counter is set to 1. emitter is set to emit once. you can set the other settings as you see fit.
As mentioned b4 the red tag & sensor and the counter is only needed if the object can be destroyed without a button press (via something in your level or lifetime set on emitter)

http://ie.lbp.me/img/ft/dbe7a4717d63f63b8087856ad55b1dd639114659.jpg
2012-05-28 08:21:00

Author:
evret
Posts: 612


place a 2 port selector on the controlinator, wire your button to the cycle input (the input at the bottom of the selector)
wire the selectors top output to the tag, and the bottom output to the emitter.
make sure the emitter is set to emit once.
this will cycle back and forth between the emitter and destroying tag every time the button is pressed.
however if the object is destroyed by something in your level you may need to press it twice to emit again as it will still cycle to the destroy tag.
if this is an issue you can place a different color (or diff label) tag on the object , then place an inverted corresponding sensor with a large radius on the controllinator, wire this into a counter set to one and wired to it's own reset, then also wire the counter to the top input of the selector.
this will make sure it goes to the right position when it is destroyed without a button press, so when there is no object the button will emit, when there is an object the button will destroy it.

(you could use the same tag and sensor color as b4 if u wanted, as they wont be detected on the same chip, but wanted to avoid confusion)

edit: added a pic, sensors should both have large enough radius to cover your play area, red one is inverted. counter is set to 1. emitter is set to emit once. you can set the other settings as you see fit.
As mentioned b4 the red tag & sensor and the counter is only needed if the object can be destroyed without a button press (via something in your level or lifetime set on emitter)

http://ie.lbp.me/img/ft/dbe7a4717d63f63b8087856ad55b1dd639114659.jpg


Wow this was really helpful, thank you so much for adding the pictures. Logic just confuses the heck out of me lol. I'll try this in the morning to see if it works

Edit: Worked like a charm, thank you so much evret!
2012-05-28 11:24:00

Author:
Unknown User


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