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#1

Combination Sensor

Archive: 5 posts


I think in LBP3 there should def be a sensor that detects when a combo of input happens, then outputs. it would make life so much simpler cos making one is very hard! lol for me anyway.2013-02-06 16:50:00

Author:
Unknown User


so an and gate then?

we have those... not like the good ol' days of lbp1 when logic was much much harder to incorporate.
2013-02-07 01:34:00

Author:
ForgottenEnigma
Posts: 1414


I thought AND Gate at first, then it hit me what the OP means - he's talking about things like Safe or Vault Combinations.
Think cheat codes - Pressing specific buttons or inputs in a specific sequence.

I actually think that could be a useful tool. Not just for codes but maybe even button-combinations for Controlinators. Imagine a fighting minigame with loads of easily set up combos.
It's of course, entirely possible with the current tool set, but I think the normal way of setting up this sort of function is maybe just complicated enough to justify a new tool.

Yeah, a good idea - I'm in support.
2013-02-07 12:49:00

Author:
Ostler5000
Posts: 1017


yes, thats exactly what i mean. Glad you agree. its took me a lot of time (and help from DKY, cheers dude) to get this working on a level im working on and combo sensor wud be so much easier. just set in what the combo is and it does all the fiddling around for you. heaven lol

EDIT:

and i like the fighting game combos idea, like god of war?? with a whole move list (X, X, X) (X, X, O) (X, O, X) etc.
2013-02-07 17:01:00

Author:
Unknown User


Well, comphermc have made a tutorial on combo systems, it seems fairly easy to use and re-code 2013-02-08 21:19:00

Author:
Jauw
Posts: 484


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