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Destroyer Help
Archive: 8 posts
Hey, I'm having trouble with something as basic as it gets. What im trying to do is make objects that are attatched with a Destroyer, Destroy one at a time when my tag sensor is activated and once the last one is destroyed, i want the game to end. Also every time 1 object is destroyed i would like 10 points to be given. I've tried everything i can think of however I keep getting it to destroy all of the objects at once. I'm sure its quite simple and any help would be awesome. Thanks a bunch! 40799 | 2012-07-08 15:58:00 Author: curtislarkin Posts: 157 |
There are several solutions, depending on the circumstances. How many objects are we talking about, and where are they in relation to each other? Most likely, if you want them to destroy one at a time, you may need to use unique tags for each. If they're spaced far enough apart, you could set the tag sensor to a low radius, and move the tag around. How about this? Place a piece of invis holo, add a chip. On this chip, put a follower, set to follow a tag that is on all the objects (this is assuming there's no particular order they need to be destroyed in). Set a tag sensor to detect when it has reached an object, then activate the tag to destroy that object. Make sure the tag sensor on the object is set to a low radius. When that object is destroyed, the follower on the holo will go to the next object, causing that one to be destroyed, etc. | 2012-07-08 16:24:00 Author: Brannayen Posts: 438 |
There are 6 pieces stacked right on top of each other and i want them to disappear one at a time from top to bottom. Theres gotta be a way to do this without using individual tags. I'd think with like a selector or randomizer or something. Putting individual tags on each one would completely mess up the rest of my logic. However i do appreciate the fast reply. | 2012-07-08 16:32:00 Author: curtislarkin Posts: 157 |
There are 6 pieces stacked right on top of each other and i want them to disappear one at a time from top to bottom. Theres gotta be a way to do this without using individual tags. I'd think with like a selector or randomizer or something. Putting individual tags on each one would completely mess up the rest of my logic. However i do appreciate the fast reply. use a counter set to one as a one shot switch. put this into a timer. have the timer set to the the time you want between the destoyers. put it into it's own reset and into a selector. put as many outputs you need on the selector (+1 extra output) into tags (and point givers) and have tag sensors on the pieces you want to destroy. set the selector to the extra output awaiting the trigger of your destroyers. from the last output of the selector that destroys the last object in you stack, also have it put into the reset of the counter (and your end game). | 2012-07-08 16:52:00 Author: GribbleGrunger Posts: 3910 |
Oh, well if you want them destroyed in order, that makes this much easier - Place a series of Batteries on a Sequencer, and wire the first battery in the first Destroyer and so on. Your Score Givers could either be set up along the same Sequencer, or just keep them next to the Destroyer and wire the same output into both the Score Giver and the Destroyer. To ensure your Sequencer plays all the way through, place a Counter before it, set to count up to 1, then wire that Counter into the Seq's play input. At the end of your Seq, you'll want to wire a final battery into a Game Ender. | 2012-07-08 16:55:00 Author: Ostler5000 Posts: 1017 |
Hmm, i must not be explaining myself clearly enough and i'm sorry for that. What i have is a disc with a tag on it, Every time my disc goes past my tag sensor, i want it to destroy one of my 6 blocks 1 at a time from top to bottom. It's not time based at all, solely tag based. | 2012-07-08 18:35:00 Author: curtislarkin Posts: 157 |
Ah, OK. The way the OP is written implies you wanted everything to occur in a sequence. If you want it to occur in stages, I'd advice still using my Sequencer with batteries on it, but change the Sequencer input type to 'Positional' and have the Counter set to 6. Each time the Counter is activated, the Seq's playbar advances a little bit, activating the next Battery. | 2012-07-08 18:56:00 Author: Ostler5000 Posts: 1017 |
40804 Hey guys, Thank you so much for your help. I managed to figure out how to get it working, I've included a picture if anyone is interested in seeing how it works. Anyway, I used all counters, I have 7 counters in total. 6 stacked on top of eachother set from the first to 1, the second to 2, the 3rd to 3 and so on. The 7th counter is the vertical one set to 1 aswell, Its the activator. Once the tag passes the tag sensor, it counts all the counters up 1 than i have the activator counter automatically reset via player sensor. I hooked up the 6 horrizonital counters all up to my stack rigged with the destroyers. Its simple and it works. Thank you all for your suggestions anyway. This works like a chram for me! | 2012-07-09 00:50:00 Author: curtislarkin Posts: 157 |
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