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#1

logic help needed.

Archive: 7 posts


im having trouble with th randomizer. I need the randomizer to be able to randomly trigger events every time it is triggered (settings: one at atime, and override pattern). should be a simple thing for a ranomizer to do, except the randomizer isnt able to trigger the same event twice in a row, because the previous line it activates remains active. how can an event be triggered multiple times consecutively if the line just stays active. each event is a different period of time so i cant merely set the randomizer to fire every x amount of time.

i feel like what im trying to do is a simple function, but i cant get it to happen
2012-08-22 02:06:00

Author:
unnatural
Posts: 51


Not sure if I fully understand. But would it solve the problem if instead of the timers set to start count up, switch them to start count down. Their outputs would not stay active then?2012-08-22 03:33:00

Author:
one-mad-bunny
Posts: 334


its not the timers line i need to kill. its the randomizers2012-08-22 04:12:00

Author:
unnatural
Posts: 51


O.K. If I understand you want one and only one random event to happen when triggered and then to happen again if triggered next. What you need to do is kill the power to the randomizer. Right out of your or gate hook into a timer set to "start count down" and set it's time to 0.1 Match this time on your randomizer so it only fires once. Too much time and it might fire several times or not at all.

I tested this with a button to the start count down timer. I connected the timer to the randomizer and the outputs of the randomizer to 4 lights. Each time I jumped on the button a light would flash(turn on then off) If the randomizer picked the same light it would flash again. So every time I jumped on the button a single light would flash and it was random as to which one.

This won't work if the randomizer needs to be set to override pattern. Set it to on/off. Put 'off' times to 0 and the min and max 'on' time to 0.1 just like the timer.
2012-08-23 00:31:00

Author:
one-mad-bunny
Posts: 334


tx, that works. im not sure why that turns off the line and another line leading to the randomizer being off doesnt. i actually resorted to putting the randomizer on a chip that turned on and off to try to kill the line, which doesnt actually do what i thought it would. it just resumes being on when the chip is reactivated wout again being triggered.

ty for the time and solution
2012-08-23 02:44:00

Author:
unnatural
Posts: 51


Another option (depending on when you want your randomizer to fire) would be to have a player sensor hooked up to activate a tag. Have a tag sensor set up to fire your randomizer. Each time the player passes a player sensor it will activate that tag and cause the tag sensor to fire the randomizer. If you only want a random event to occur once per zone, you could set the chip on invisible hologram and have a destroyer activate to destroy the hologram after the random event has occurred for that zone. This will eliminate that sensors activation of the randomizer.2012-08-24 21:02:00

Author:
Unknown User


I have a fairly straight-forward solution to this problem, shown here (https://lbpcentral.lbp-hub.com/index.php?t=71905-Different-randomizer-output-every-time&p=1021262&viewfull=1#post1021262) (with pics).2012-08-25 08:23:00

Author:
v0rtex
Posts: 1878


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