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#1

selector switch position based on number of tags?

Archive: 6 posts


Is there a simple way to do this? For example, say there's a tag named "X" and a tag named "Y"; and multiple occurrences of each. I want a 2-port selector switch to be in one position when there is more X tags active than Y, and vice versa.2012-11-27 22:57:00

Author:
Brannayen
Posts: 438


Is there a simple way to do this?
no........ unless u want to make it on vita instead
depends on how many could be active at once, and how many could activate/deactivate within the same frame as to how i would solve it. though i would more then likely have them pulse a tag when they become active and pulse a diff tag when they become inactive, rather than just counting active tags. this way you could add/subtract from a feedback loop (possibly with the use of a buffer, depending on your needs) to keep track of how many of each are "on". then you could just compare the loops to see which has the highest signal (most active)
2012-11-28 12:19:00

Author:
evret
Posts: 612


I suppose it does depend on how the tags are activated. I suppose if it was only one at a time, I could have a selector switch that starts in the middle, with a direction combiner on the cycle input, with tag sensors flashing input on each side. Only problem with that is if it reaches the end of the selector switch, further input would be ignored, then it could be uneven coming back the other way. I was looking for something that might be general purpose; something that could at times account for multiple tags activating at the same time. Out of desperation, I came up with a rather amusing contraption that actually does this, in a limited fashion....limited in that it can only handle up to 8 of each tag. If I get around to digging out my game capture device, I might make a short video and post here. It has a 5 port selector switch that stays in the middle as long as an equal number of red and green tags are active. If there is one more green than red, it moves one to the left. More than one green over, it moves 2 to the left. Start adding red, and it moves back to the right, same as green.2012-12-02 12:46:00

Author:
Brannayen
Posts: 438


does your setup need to include counting down? or will it only ever be counting up? and what kind of limit would it need? 100 of each, a 1000?2012-12-02 13:08:00

Author:
evret
Posts: 612


Actually, what I was going to use it for, I decided against it anyway. It theoretically would have had a max of 49 of each tag, but practically, would never have had more than 2 or 3 at the most. It would have gone up and down, and sometimes 2 or maybe 3 appearing at the same time.

I'm creating an AI bot for my 3D Tic-Tac-Toe game, and I thought it would be useful to have the bot make a decision based on number of scoring opportunities vs blocking opportunities. In the end, I decided it didn't even matter, and came up with a better solution.
2012-12-02 13:25:00

Author:
Brannayen
Posts: 438


just for future reference-
there is a buffer thread in the tutorial section that could have solved the "2 or 3 appearing at the same time" issue, and it could have been used with either the selector method u suggested b4 or the feedback loops i mentioned (as the buffer already uses feedback loops it may have been the better choice)
2012-12-02 13:36:00

Author:
evret
Posts: 612


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