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Logic Help (Sorry for the vague title)

Archive: 7 posts


Apologies again, I really couldn't think of what to call this thread. Anyway, here goes...

Say you have 20 "rewards", and 20 switch triggers:

Activate switch trigger 1 - Gives reward 1
Activate switch trigger 2 - Gives reward 1 and 2
Activate switch trigger 3 - Gives reward 1 and 2 and 3
Activate switch trigger 4 - Gives reward 1 and 2 and 3 and 4

....... and so on and so forth.

Is there an efficient way to do this, apart from using a load of OR gates?
2012-12-29 20:11:00

Author:
Ali_Star
Posts: 4085


Hmm. Well, if every reward is unlocked in sequence, I'd use a Sequencer, and some cleverly set up Signal Strength settings.

When you activate a Tag to unlock Reward 2, make sure it only has a 5% signal going into it.
On the recieving end, place a Seq, input type set to 'Positional' and wire a Tag Sensor in. Ensure the Tag Sensor is set to 'Signal Strength.
Label both the Tag, and the Tag Sensor 'Unlocks' or something to that effect.
What this means is, everything is unlocked by activating the same Tag label, the only thing that changes between each unlock tier, is the signal strength you put into the Tag.

Now, inside your Sequencer, you place a series of batteries. Unlock 1, needs a battery that runs the full length of the Seqs playbar.
Unlock 2, runs 95% of the playbars length. (I'd recommend extending your Seq so it has 10 bars. Then each half bar is 5% of the total length.
Run each battery into a separate tag, corresponding to the unlock tier.
Each battery should touch the right edge, not start from the left edge.

So, you activate a Tag to unlock, let's say, tier 4. It has a 20% signal. The Tag Sensor puts the 20% signal into the Sequencer, the playbar activates the first 4 batteries, then bam! First 4 unlocks all trigger at once.
Whatever the unlocks do, should just be triggered by the various unlock tags the Seq activates.

Would this work for you?
2012-12-29 20:30:00

Author:
Ostler5000
Posts: 1017


It could work. I'm guessing this value of 5% is based on the fact that I said there are 20 "rewards"? That number I gave was just for demonstrative purposes, in reality there are 30.

I usually make my help queries intentionally vague, so I'm gonna have to break habit if you will and tell you exactly as it is.

This will be for the main menu area of my level, of which there will be a stage select. Now when you play my level, you can "pause" the game and save your progress (ie what stage you're on)..... well, this is what I intend to do anyway. This will give you a sticker.
So now, if you leave the level and boot it up again, you are able to paste this sticker somewhere. So lets say you've progressed up to stage 15 on a previous go, and you've pasted that sticker down. When you get to the menu, you will now have the ability to start at level 15, or any of the levels before it.
2012-12-29 20:42:00

Author:
Ali_Star
Posts: 4085


It could work. I'm guessing this value of 5% is based on the fact that I said there are 20 "rewards"? That number I gave was just for demonstrative purposes, in reality there are 30.

Correct. The 5% value was given based on there being 20 rewards.
The system should still work just the same with more or less rewards, you just need to do the math yourself.

If it's just for a level select, however, the Tags wired from the Sequencer are not required, you could probably just wire the batteries directly into your level progression system.
Or still use the Tags and just transmit the info wirelessly. Whatever.
2012-12-29 20:45:00

Author:
Ostler5000
Posts: 1017


Ok, I've just done a bit of playing around with it, and this is what I've come up with:

For the rewards, each one is activated by a green tag sensor, with the no. of tags required option set to 1-30.

2 sequencers, the first with 20 tags green on, the second with the last 10 (can't fit 30 tags all on 1 sequencer), in the sort of "downwards stepping" fashion.

The first 20 switch triggers will activate their own battery, with incrementing % values. The battery activates a blue tag. The blue tag sensor activates the sequence, and the sequencer is set to positional. So this now works so that if I activate switch 17, it will activate "reward" 17 and all those before it.

Now, for the final 10 "rewards", their sequencer is activated by a purple tag. However this time, the final 10 switch triggers will activate 2 batteries. 1 that will activate the purple tag to varying strengths, and the other to activate the blue tag so that it activates all previous 20 "rewards".

Works a treat, seems efficient enough.

EDIT: In the end, I ended up doing as you said, just wiring the batteries on the sequencer directly to the rest of the logic. Used 3 sequencers, each with 10 batteries.
2012-12-29 22:14:00

Author:
Ali_Star
Posts: 4085


The above answer is the best as you're going to get without having a load of OR gates which would clutter up the thermometer .2013-01-02 02:01:00

Author:
MSTER232
Posts: 247


The above answer is the best as you're going to get without having a load of OR gates which would clutter up the thermometer .

Aye, t'is a good method. I'm gonna use this method for selecting the specific levels too. So, the stuff I was going on about above was for opening up the options in the level select menu, ie if you place the sticker for level 27 it will give you the chance to start from any of the levels from 1-27. If you select level 16, it will give you 160,000 points. A score sensor set to a positional sequencer will then take you straight to that level.
2013-01-02 10:17:00

Author:
Ali_Star
Posts: 4085


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