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Emitted Controlinators Logic Help

Archive: 2 posts


Hey all,

Been a long while since I've been on here. I made three levels - the last one took me a good long while and I was pretty proud of it - but haven't really dabbled in creation since then.

At the minute though I've got a bit more time on my hands, and seeing as I'm not particularly artistic, I enjoy giving myself challenges in logic (my second level was based on Blackjack although many others have done it better lol).

So, I'm trying to create Jenga. I had a look in search and so far any versions of this have been to do with jetpacks etc. and have been quite poor. I wanted to create a controlinator based version.

I got the logic for selecting and deleting blocks relatively easily, and although the logic for emitting new blocks and moving them took a bit more time, I got that too.

But here's the problem - once I go to place the new block, I'm encountering two problems:

1) Returning to the original controlinator to select blocks to delete
2) Only moving the emitted block, as opposed to all emitted blocks

The first problem I imagine is a relatively straightforward fix, but the second one is very annoying, as everytime I delete a block, a new one is emitted, but I need to be able to move ONLY that new block. At the minute any emitted block is moving. I have tried counters, timers and selectors all to 'turn-off' the movement on the block permanently once X is pressed, and yet it just doesn't seem to work.

Current set-up:

1) Red tag sensor + Red tag both on the emitted object (block of wood)
2) Output connected to two way selector input 1, with output 1 connected to the microchip with controlinator (also on the emitted object)
3) A second red tag sensor is also on the emitted object, but it has an INVERTED output (so as when the tag is off, it activates) - this is connected to two way selector input 2, with the second output being empty
4) The X button on the controlinator is connected to a one-shot counter, which when hit will turn off the red tag, therefore triggering the inverted tag sensor and turning off this controlinator

The problem with switching back to the original controlinator is simply that I can't connect anything from an emitted object outside of its own circuitboard, so quite how I tell the two-way selector at the start that it needs to switch back, I have no idea. And, once again, the problem with the counter is that it just doesn't seem to work - even after one-shot it keeps switching every new emitted object on and off, rather than just the newest one.

A thought maybe I could put all the logic for the emitted object on a hologram and just hook it up to a destruction tool, if somebody could advise on that?

Failing that I was considering going for a moveable cursor based system, but not sure how that would work for removing the sideways blocks.

Thanks for any help
2013-01-19 13:45:00

Author:
agsrule
Posts: 89


If I'm following what you want to do correctly, I think there's an easier way to do the second part (only moving the emitted block) utilising the priority behaviour of selectors.

Have a 2 port selector, with a battery connected to the first input and the first output connected to the red tag. Have a counter set to 1 connected to the second input, and have the second output empty. Have the counter activate when the player presses 'X'. This will permanently deactivate the tag when the block is placed, allowing only the most recently emitted block to be moved.

As for re-selecting the first controllinator, you could connect the second output of the selector to a one-shot pulse (counter set to 1, wired to it's own reset). Then wire the counter to a tag which can be used to switch back to the original controllinator with a tag sensor.

Hope that's what you wanted anyway.
2013-01-20 18:29:00

Author:
Mopkins
Posts: 123


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