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#1

feedback loops and verses 4 player systems

Archive: 5 posts


OK, here's the issue in a nut shell: I tried basing a store system off of the score. Found out that wont work in verses mode, so I have a feedback loop that will count to 100000.

Works great for 1 player. Add a second or third player and it adds what was given to player 2 to player 3 and 1 and 2. I have tried to send the player info with the points to add but apparently you can't hold 4 different numbers in the same loop. Sucks that you cant array a feedback loop, so I copied the systems and changed the tag colors.

What I have is on my player an emitted tag that uses a remote controller to send player info. Then on another object I have a receiver tag sensor that reads it giving the score to the player. What I need is a way to find out what player the score goes to to add it to my score system.
2012-08-19 21:26:00

Author:
JKY
Posts: 119


OK, here's the issue in a nut shell: I tried basing a store system off of the score. Found out that wont work in verses mode, so I have a feedback loop that will count to 100000.

Works great for 1 player. Add a second or third player and it adds what was given to player 2 to player 3 and 1 and 2. I have tried to send the player info with the points to add but apparently you can't hold 4 different numbers in the same loop. Sucks that you cant array a feedback loop, so I copied the systems and changed the tag colors.

What I have is on my player an emitted tag that uses a remote controller to send player info. Then on another object I have a receiver tag sensor that reads it giving the score to the player. What I need is a way to find out what player the score goes to to add it to my score system.

Punctuation added for clarity. You really should mind doing that in the future.

Feedback loops can hold info like player ownership data, but obviously of one player only (what exactly occurs and when is an interesting case for an experiment) and you can certainly not have multiple signals flowing in one feedback loop.

I assume from your story that four separate loops are not the problem. The problem is establishing who the triggered score belongs to and fire off a designated tag accordingly. Unfortunately, I think player ownership data is a closed system; it is added to emitted objects, transferred via tags, etcetera, but you cannot extract it AFAIK and base decision logic on it. You'll have to find another way, like using projectiles that are unique for each player (via a tag). This may also implicate that you will have to use sackbots for players, and unique sackbots per player for that fact.

You can still use the player ownership data, however, to stream to a score giver. Either as a score event takes place or later on when you take the contents of the feedback loop; in that last case I'd have each unique bot emit its owner data via a unique tag (wired from the Active output of the DCS), have that tag be picked up at the loop but stored separately in a mini loop; then later combined with the loop output via an AND gate.
2012-08-20 07:26:00

Author:
Antikris
Posts: 1340


OK after further testing i have found a few things out,

1: 4 feedback loops are to thermometer heavy as they take up 3 bars and I'm only able to give up 1 maybe 1 1/2.

2: adding player data to feedback loops did nothing if a player is not in there controller who ever activated the loop first controls the empty controller

3: using tags works for the most part but I'm still back to i cant get the player score from a score sensor in verses mode and need to change that to a feedback loop that can identify what players score you are reading.
2012-08-22 04:56:00

Author:
JKY
Posts: 119


1: 4 feedback loops are to thermometer heavy as they take up 3 bars and I'm only able to give up 1 maybe 1 1/2.

3 bars?! That can't be right. Here is a feedback loop in a basic form; the upper input to override its current value, the bottom input to reset it back to 0:

http://i7.lbp.me/img/ft/2c7b432fab3f6f51b2054bbecb9472d51b8cc755.jpg

Take the section in the red box of the next screenshot and put it inside the loop, behind the OR. The signal going into the negative input of the combiner should be a short pulse of an analog signal; this will add that analog value to the value that is already circling the loop.

http://i.imgur.com/W2297.png



2: adding player data to feedback loops did nothing if a player is not in there controller who ever activated the loop first controls the empty controller

Yup. Easy way to inject player data into a feedback loop is to wire the Active output into an AND gate and have some other event (a button press?) provide the other input of that AND gate.

The reason why player data is important here is because you cannot be sure who is in controller 1, 2, 3 or 4. If a score giver receives a signal with player data it will grant that player points instead of you having to assume it's player #1 just because the signal came from controllinator #1.



3: using tags works for the most part but I'm still back to i cant get the player score from a score sensor in verses mode and need to change that to a feedback loop that can identify what players score you are reading.

You use the loop to store the score. The event that adds to the feedback loop has to also ping a score giver. You don't read out a player's score, you read out the feedback loop. This is all assuming you have a good reason to keep track of the score in the first place. We never go to that... Is it to display your own score counter?

I wrote a tutorial for a (score) counter (https://lbpcentral.lbp-hub.com/index.php?t=59514-How-to-make-a-simple-counter), by the way, that does not use analog signals and feedback loops but digital pulses to drive forth chained selectors. It has drawbacks but is relatively easy to understand compared to a feedback loop system. Note that it is good at registering counts of 1/10/100, etcetera. Not very good at any values in between.
2012-08-22 06:53:00

Author:
Antikris
Posts: 1340


This is all assuming you have a good reason to keep track of the score in the first place. We never go to that... Is it to display your own score counter?
OK, here's the issue in a nut shell: I tried basing a store system off of the score. Found out that wont work in verses mode, so I have a feedback loop that will count to 100000.
but that's not true either because i can do the 4000000 score, it incurs errors for some reason the lowest value i can get is .0000000059 and if you start adding it moving your decimal you get your choice of 10.13 or 10.78 if you don't move the decimal you get .000000001013

i have basically whats in your screen shot with a few changes
http://i.imgur.com/W2297.png
so i can add and subtract to and from the loop adding to a loop with an or gate is easy subtracting from it not so much, if you take your loop and copy it 4 times it will take up 3 bars if you include a 7 7 segment displays that will display the 4000000 if it don't how did you get the size down
2012-08-22 12:37:00

Author:
JKY
Posts: 119


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