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#1

Illogical Logic :(

Archive: 7 posts


Hey guys and gals,

So I'm trying to do a dynamic lighting system for my summer track, so that everytime a player starts a new lap, it switches from Lighting Tweaker 1 over to Lighting Tweaker 2 then 3 and so on.

I've got all the tweakers setup with 500 range, and so that they only "power on" once they recieve the signal from the counter which is connected to the player sensors, which are all set to different lap numbers. The real problem is that it activates the first one but never gets to the 2nd, 3rd, 4th, etc

Here's a makeshift diagram:

Player Sensor > Counter(0-1) > Selector > Tweaker
-----------------------|
Player Sensor > Counter(0-1) > Selector > Tweaker

The | represent the wire from counter 2 to counter 1 wired for the reset. Which is supposed to shut off counter1 (which shuts off tweaker1), and allow counter2(and tweaker2), to take effect.

Obviously it's not working but I don't know why since diagnosing wiring problems is farrr harder in LBPK then it was in LBP2, since you can't actively test anything past lap 1 without going to race mode...where you can't see your wiring.

Any advice would be greatly appreciated on the subject.

UPDATE: Trying to use a Position Sensor wired to 4 Threshold logic chips set to 0/20-21/40-41/60-61/100 now, and wiring each threshold to it's respective tweaker...now none of the tweakers are activating.
2013-07-25 17:06:00

Author:
Unknown User


I can't comment on the logic you have there (since counter resets are always tricky), but one way you can do this simply is by using the default cycling port at the bottom of the selector to transfer power from one set of logic to the next. Take a look at this super-awesome diagram:

46339

As long as you can send a single pulse of power to the cycle port, the selector will automatically jump down the list to the next output and disable the rest. Hope that helps!

EDIT: I think what might be fundamentally wrong is that you are still applying power to the previous tweaks. Depending on how you wire them, sometimes a new tweak will not become active if the the current one is not powered off. I don't know how this is happening with the threshold logic you have, but try this method and see if that clears it up.
2013-07-25 18:05:00

Author:
Hiroshige0
Posts: 114


Ok so I got it working now. I had to rewire everything because it got broken somewhere along the line of using the old connection links between boards. Now I have the thresholds linked directly into the tweakers and it works(not quite the way i wanted it to due to varying player positions affecting when the lighting change kicks in).

The only problem I'm having now, is a blind spot for the tweakers detection range. It's stupid how you have to set a player detection range on the tweakers even when they're hooked up to a power source. It should simply be on/off instead of "if on and if player is detected, apply tweak". Not sure why this blind spot is occuring for tweakers 2-4, they're all set to max range, cube shape. but it doesn't seem to be happening for tweaker 1.

EDIT:

It seems to be defaulting back to tweaker 1 only on the last section of the track, right after the bridge and up until the finish line, then it flips back to the proper tweaker. I'm gonna keep trying to move around the tweakers and see if they only work in line of sight or what. Maybe it's a bug with the progress sensor but I would imagine they would atleast know how to count progress without messing up.
2013-07-25 18:15:00

Author:
Unknown User


Would you mind putting up a diagram/screenshot of your logic? I imagine that the detection range on those tweaks becomes less of a "sensor radius" and more of a "radius of effect" when constant power is supplied.2013-07-25 18:32:00

Author:
Hiroshige0
Posts: 114


Not sure how to screenshot and share it.

Diagram



Progress Sensor----Threshold1(0/20%)---Tweaker1 [Lap 1]
..................---Threshold2(21/40%)---Tweaker2 [Lap 2]
..................---Threshold3(41/60%)---Tweaker3 [Lap 3]
..................---Threshold4(61/100%)---Tweaker4 [Lap 4]

I'm not sure what's going on now though, because they all work fine when they are supposed to. Except for that 1 spot on the track, and I have the tweakers set over dead center of the track and made sure their range more then sufficiently covers the entire track. it's almost as if the progress sensor is being glitched out by that one spot on my track and reseting itself temporarily until the proper recognition of progress is resumed. There's clearly no power to Tweaker 1 after Tweaker 2 takes effect because the Threshold 1 deactivates after you pass 20% of the race. But it's somehow turning back on at that 1 spot in the track, which is why I'm thinking the progress sensor is somehow being glitched out by my track.

I would use that navigation map thingy in the settings but to me it doesn't mean anything, it's jsut a bunch of colors and blue arrows lol. I'm guessing if I knew how that worked it would help me alot.

EDIT: I'm going to try adding a hud tweaker to plug in the thresholds, and see if I can't diagnose this. I haven't tried anythig with the hud tweaker yet though, maybe this will teach me an invaluable method of diagnosing logic problems in race mode.

EDIT:

So I added the percent counter hud tweaker and it's showing that it's couting the percentage properly even when I go backwards in that spot it decreases like it should. So why is tweaker 1 still turning on at that spot? Tweaker1 shouldn't even have any power to turn itself on with since that threshold is disabled by that percentage.

UPDATE: SUCCESS! I have solved that issue by turning the first Threshold from 0% up to 2% minimum. This however has created a new problem. Whenever I get to the next thresholds percentage there's a hugely noticeable reset back to the Original world lighting until the next tweaker fades in. Perhaps I can overlap the percentages a bit to help blend them instead of just flipping from 1 to the next.
2013-07-25 18:49:00

Author:
Unknown User


In instances like this when I'd have to waste time driving around the track, I'd try to find a way to artificially induce it in the editor and create controlled conditions to test with.

Try this: replace the progress sensor with a counter with a max 4 for mimicking the progress sensor's output (let me know if this bit needs more explanation), then wire that counter to a button that you drive on.

Do this and go into the creator's test mode (or start a game) and just jump on the button. This way you'll be able to to see how it's reacting in a fraction of the time it'd take to drive every lap. Try that and see if you can isolate the problem.
2013-07-25 19:05:00

Author:
Hiroshige0
Posts: 114


Good tip, but a counter would offer hard instances of a percentage change, and the issue I'm having now is based on minute percentage changes.

Also see my above UPDATE edit for the latest issue with this ****ed lighting system.

I'm slowly getting all the bugs worked out of it.

EDIT:

HUZZAH!

It is all fixed now as far as I can tell. Just need somebody to playtest it for me and offer feedback.

I had to overlap the threshold1 max percentage by 1% of threshold2's min percentage. Like this:

Threshold1(1-22%)
Threshold2(21-42%)
Threshold3(41-62%)
Threshold4(61-100%)

Now I just have to work with the transition timings on the tweakers so i achieve a more fluid transition from night to day, instead of it phasing.

And in case anybody is curious... Yes I know I could have just placed a single global lighting tweaker and set it to a long duration, however that wouldn't give me the ability to use different sun brightness, fog, and ambient color settings for each phase of the transition (Night - dawn - early day - noonish).

If anybody wouldn't mind playtesting it leave a comment or msg me on PSN.

Thank you yet again Hiroshige0 for the wonderful help.

I think i'll be putting up a text and picture tutorial in the help section soon for this problem, and the branching jump issue you helped me solve.
2013-07-25 19:21:00

Author:
Unknown User


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