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#1

Did i forget or did the Sequencer change a bit?

Archive: 3 posts


So you know.. i was messing with mover logic in a sequencer on one of my sackbots and noticed it was not working like i remembered. when i say that i mean when a signal is sent to the input on a sequencer it turns the sequencer on. but what the problem is that i thought for sure that if a new signal is sent to the input on a sequencer before the sequencer competes it's run that it would restart the sequencer back to the start of it's run... *mew

BTW All the sequencer's settings should just be set to the default settings. i don't remember having to change it to anything else to get the effect i remember.
2012-10-21 20:36:00

Author:
Lord-Dreamerz
Posts: 4261


Since the default setting is "start playing forward" it is logical that a new signal would re-start. I did a little test with an empty sequencer on default settings activated by a button, and it appears that you need a separate signal to the Sequencer's Reset input.
I've found that Sequencers don't always start/stop/reset when they're told, and using a Selector can make the reset more reliable. Just remember that output 2 will override output 1, etc. So you could have a Selector with output 1 starting the sequencer, and output 2 resetting the sequencer and also activating output 1 to start the Sequencer again.
2012-10-23 01:34:00

Author:
Pookachoo
Posts: 838


Since the default setting is "start playing forward" it is logical that a new signal would re-start. I did a little test with an empty sequencer on default settings activated by a button, and it appears that you need a separate signal to the Sequencer's Reset input.
I've found that Sequencers don't always start/stop/reset when they're told, and using a Selector can make the reset more reliable. Just remember that output 2 will override output 1, etc. So you could have a Selector with output 1 starting the sequencer, and output 2 resetting the sequencer and also activating output 1 to start the Sequencer again.

thanks for the reply.

And yeah, I already am using a Selector now not long after i posted this topic. but while that is indeed somewhat a fix for my problem, it's not what i am wondering about. I'm curious if it changed because of a patch or not because i don't remember having to use a Selector before now. *mew

PS: Is tag sensors the only way to receive signal strength from a tag? The tags have batteries hooked to them to change the %.. i noticed impact tag sensors don't have the option. the problem with signal strength tag sensors is they look for whatever tag in their range that have the most high signal strength which is not good since i only want it to take the signal strength from a tag that is most close, basically from the impact with the object in question.
2012-10-23 02:10:00

Author:
Lord-Dreamerz
Posts: 4261


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