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#1

strange logic

Archive: 8 posts


if you do not understand logic you can go away now because this will make your head explode!
when i set this up, you would thingk that both toggle's would toggle on.
http://ia.lbp.me/img/ft/1aaf3ab2b8db66a142eb6a409c3d77d62c6b90be.jpg
but, only the bottom one does.
http://ib.lbp.me/img/ft/cab48b7bab9f68ef8e4a587d47748a7eb3897b38.jpg
is there some sort of strange priority system in place that makes this happen, or am i just derping and there is something i am not seeing?

EDIT:

interestingly when i re lode the level, or place a captured version of it it acts correctly
http://ic.lbp.me/img/ft/a0cc788f65aea60215d746b117077b7e3a0bee0a.jpg
2012-07-30 06:53:00

Author:
slidedrum
Posts: 189


I don't know much about anything, but I have suspectin' suspicions that Create mode has a strange bit of "memory lag" that we never get to see from the user end but can be figured out in little micro-molecules of time like you did there. Creating the object required a few steps which might have jilted something, even a binary something, into being just the tiniest bit "ahead" or "behind" the rest of the object. Rewinding, etc., doesn't fix it, but when you reload the level or capture and place a new version of it, everything is "created" all in one instance and that corrects the lag. If that makes sense. It doesn't make sense in terms of how the logic works... if there were anything out of sync it should still behave correctly especially with the feedback loop. Weird!2012-07-30 10:32:00

Author:
Unknown User


This happened with my counter chip from Project Simpleton:
https://lbpcentral.lbp-hub.com/index.php?t=70162-Project-Simpleton!
The counter would work fine the first time, but then when I copy it or save it as an object and place it down again, it would malfunction. I had to make a bunch of extra logic to counteract this.
You'll pretty much have a lot of problems like this when you're working with frames.
2012-07-30 12:49:00

Author:
Kalawishis
Posts: 928


Keep in mind that the game counts a frame a soon as a signal is about to pass over itself, or as the toggle's output. Obviously the game needs to give a priority to some logic gates before others to load it. Perhaps that was the case there. The same thing is possible in real-life wires, using a signal which may end up stopping itself almost instantly is always risky if timing is important, you could end up with race conflicts. What were you trying to build with that?2012-07-30 16:52:00

Author:
Unknown User


I stopped using counter pulsers for most situations, replaced with countdown timers of 0.1s, just because of this issue. With several hundred logic components, it becomes very obvious when a signal is being sent to some parts, yet not others. Eg: Sounds and counter reset will activate, yet emitter and score will not when all being activated by same wire.

Are you using too many logic pieces at once. If you temporarily deactivate unused chips, it should help.

Also, it should be noted that these issues are MUCH more prevalent with more than 1 player. Race condition conflicts aren't worth the effort to fix most of the time. Try engineering a solution which isn't so dependent on single frames.
2012-07-30 22:27:00

Author:
SSTAGG1
Posts: 1136


Connect the output of the toggle chip to the timer (set them to .1) Then attach the timer's output to the corresponding not gate, finally attach the input from outside to the reset on the timers.

this is when its on:
41316

this is when its off: notice the lag malfunction is now in the timer, but does not effect the logic.
41317

Problem Solved,
Your welcome, Xron
2012-08-02 07:07:00

Author:
Unknown User


that does work, but i am not really having a problem per say. i am just trying to understand the game mechanics.

also, little tip for exporting photos: take the photo like normal, the press square, and press upload. then go to lbp.me on your computer, find you go to photos, and poof! its right there!
2012-08-02 09:07:00

Author:
slidedrum
Posts: 189


I understand that you don't have a problem, I just have a solution to the logic glitch.

Pivottt had it right, some logic gates take priority, who knows why.

You'll notice that for some reason the timer chip has slightly counted, but it's set to the absolute lowest setting (0.1 sec.) This shows that the top logic strand has dominance over the bottom one.

BTW thanks for the tip, I had no idea that you could upload pics like that. I just created my account today so I'm kinda new to this forum stuff, but I do know a little LBP logic.
2012-08-02 10:27:00

Author:
Unknown User


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