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#1

Tag limit?

Archive: 16 posts


Is there a limit for how many tags/labels/tag sensors you can have in your level?
I noticed my tag sensors stopped working or started "blinking" on and off even with the range set to infinite and a tag nearby...
Is there a way to fix this?
2013-04-12 16:12:00

Author:
dragonboy269
Posts: 172


As far as I know, there isn't a limit, or if there is one, it's very high indeed. There must be some reason your sensors blink, do you have any more info, perhaps some pics?2013-04-12 16:50:00

Author:
Ali_Star
Posts: 4085


I just counted 61 different labels (and I used a bunch of each label too). Maybe the game is slowing down looping through them all. It might be my horrible creating style.

Pics:
http://i3.lbp.me/img/ft/7531e562f9cdc11dfef919c18604df585725c5d5.jpg (inside each microchip is a tag...and then the boss has a follower and randomly moves to a tag....and the boss is only supposed to "activate" when a sub boss is destroyed...but he activates randomly..)

http://i2.lbp.me/img/ft/45203e1c416742f3d58ac6c6283528da33fb0c32.jpg (my spaceship was supposed to be destroyed when the boss is defeated, but it randomly got destroyed while the boss was still alive...the only way i fixed it was deleting some labels)

The level has tons of other tags too...but I never had a problem with those
2013-04-12 21:23:00

Author:
dragonboy269
Posts: 172


I've had waaaay more than 61 different labels, so I can't see that being the reason why your logic is messing up. For example, my Sackleships level probably has about 200 tag labels!

There is a lot going on in those pics, so it's hard to see what's happening. Logic lag wouldn't cause a tag to randomly activate, but it would cause a tag to activate slightly later than it should (which can cause a lot of issues). It's a hard thing to check, really. Perhaps you could hook up the tag sensor to a holo/sticker panel. Then when the holo/panel is lit up, you can pause the game and check the logic to see what is activating it?
2013-04-12 22:30:00

Author:
Ali_Star
Posts: 4085


I could find nothing wrong with my logic...so I figured it was LBP's fault...
I even watched the tag sensor and the connections. I had a tag labeled "final boss" right there, and the tag sensor for it kept turning on...and then off for a sec, then on again...then off. I couldn't find any reason for it being off...
Did you use different colored tags? I was lazy so all my tags with labels were green....I don't know if that's a problem.
Or setting the range to "infinite" is bad? Because its checking every tag in the level...
2013-04-13 00:22:00

Author:
dragonboy269
Posts: 172


I could find nothing wrong with my logic...so I figured it was LBP's fault...
I even watched the tag sensor and the connections. I had a tag labeled "final boss" right there, and the tag sensor for it kept turning on...and then off for a sec, then on again...then off. I couldn't find any reason for it being off...
Did you use different colored tags? I was lazy so all my tags with labels were green....I don't know if that's a problem.
Or setting the range to "infinite" is bad? Because its checking every tag in the level...

Yeah, I use different coloured tags, with some extent of colour coding, eg blue tags for controls etc.

What I do sometimes, is instead of getting a new tag from my toolkit, I copy an existing tag (usually of the same colour) and paste it down, then change the name of the tag. Sometimes though, I forget to change the name of the tag. Then I test it and wonder what the hell is going on! Is it possible you've done that?

Hmmmm, one way for you to test it is to delete all the tag sensors labeled "final boss", then delete all the tags of the same label that you believe you've placed. Now, go to place a new tag, or edit the name of the existing tag. If "final boss" is still on the names list (which it shouldn't be if you've deleted all tags/sensors with that name), then you've got a rogue tag somewhere.
2013-04-13 07:44:00

Author:
Ali_Star
Posts: 4085


I could find nothing wrong with my logic...so I figured it was LBP's fault...
I even watched the tag sensor and the connections. I had a tag labeled "final boss" right there, and the tag sensor for it kept turning on...and then off for a sec, then on again...then off. I couldn't find any reason for it being off...
Did you use different colored tags? I was lazy so all my tags with labels were green....I don't know if that's a problem.
Or setting the range to "infinite" is bad? Because its checking every tag in the level...

I would think setting all sensors to infinite is wasteful of the engine. I utilize the min, max as well as the degrees to insure that where I am monitoring is just large enough to cover just exactly where the tag actually fires. If the tag never moves you can have the area quite small. I have some with larger ranges to track moving objects, but to just have them all infinite is quite a waste and could possibly cause problems down the road.
2013-04-13 16:06:00

Author:
jwwphotos
Posts: 11383


I would think setting all sensors to infinite is wasteful of the engine. I utilize the min, max as well as the degrees to insure that where I am monitoring is just large enough to cover just exactly where the tag actually fires. If the tag never moves you can have the area quite small. I have some with larger ranges to track moving objects, but to just have them all infinite is quite a waste and could possibly cause problems down the road.
i have to disagree with you there, when set to infinite the sensor no longer has to calculate distances, only whether or not a tag is on anywhere. so i believe setting sensors to infinite is best when distance is not needed (min, max or closeness value)
2013-04-14 05:09:00

Author:
evret
Posts: 612


i have to disagree with you there, when set to infinite the sensor no longer has to calculate distances, only whether or not a tag is on anywhere. so i believe setting sensors to infinite is best when distance is not needed (min, max or closeness value)

True I can see what you mean, but checking a large space to see anything happened all the time vs checking small zones to me is like a computer program reading an entire huge array for a value over checking one location. ...especially if you had a ton of sensors doing that constantly. Just seems more efficient to me, especially when considering how large a level is.
2013-04-14 13:41:00

Author:
jwwphotos
Posts: 11383


True I can see what you mean, but checking a large space to see anything happened all the time vs checking small zones to me is like a computer program reading an entire huge array for a value over checking one location. ...especially if you had a ton of sensors doing that constantly. Just seems more efficient to me, especially when considering how large a level is.
the calculation doesn't need to scan the whole area, just "tag active true/false" there is no need for location to come into it at all. with min and max used it has to also calculate if it is within a certain distance aswell, so that has to add more calculations
2013-04-14 14:39:00

Author:
evret
Posts: 612


the calculation doesn't need to scan the whole area, just "tag active true/false" there is no need for location to come into it at all. with min and max used it has to also calculate if it is within a certain distance aswell, so that has to add more calculations

Hmm... well, food for thought. Might experiment a bit next time and see what happens.

If it truly just checks for an on or off, then yup.. I totally agree with you.

Thanks for helping me rethink that!
2013-04-14 16:57:00

Author:
jwwphotos
Posts: 11383


I thought tag name limit was 100 when i was hanging with xslevenx at his house he told me that ill have to check if he was right about that2013-04-18 06:15:00

Author:
WESFUN
Posts: 1336


I thought tag name limit was 100 when i was hanging with xslevenx at his house he told me that ill have to check if he was right about that

Not it's not. In my Sackleships level, in a 10x10 board - each board square had its own tag (A1, B3, E4 etc). So that's 100 right there. Plus there were tags to recognise if a square had registered a "hit" (A1hit, G9hit etc), so that's ANOTHER 100 on top of that.
2013-04-18 09:40:00

Author:
Ali_Star
Posts: 4085


I think the only limit past 100 is the list of tag names gets wonky. Logic works fine with more than that, but only the last 100 in there are selectable.2013-04-18 14:14:00

Author:
jwwphotos
Posts: 11383


I think the only limit past 100 is the list of tag names gets wonky. Logic works fine with more than that, but only the last 100 in there are selectable.

What tends to happen if you've got a lot of tag names, is that when you physically select a tag, it may display the incorrect name, but when you hover your cursor over it, it displays the correct one.
2013-04-18 14:48:00

Author:
Ali_Star
Posts: 4085


What tends to happen if you've got a lot of tag names, is that when you physically select a tag, it may display the incorrect name, but when you hover your cursor over it, it displays the correct one.

Really? Interesting..

I seem to recall when you go to create a new sensor to reuse an older tag name, you might have to type it back in again. Seems that it only held the last 100. ... but been awhile since I used that many tag names. From that point on, I decided to make the names a bit more generic and assign actions to the colors just to be safe and not drive me as crazy. lol
2013-04-18 15:00:00

Author:
jwwphotos
Posts: 11383


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