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How do you wire 2 emitters with a randomizer so every 'set time' 1 emits at random?

Archive: 10 posts


This is something I could of sworn I have done before, but either my memory is bad or I'm thinking of something else I set up with a randomizer. I have 2 emitters that each emit a different kind of platform that moves left conveyor style. Every 3.5 seconds I want one of the two emitters to emit at random. I've tried wiring a timer to a randomizer, then the randomizer to the 2 emitters. No luck. I even tried a setup using an OR gate. I've tried directional splitter. I've tried using a selector. A couple of setups I tried appears to work if only the randomizer could be reset. The randomizer output seems to be a permanent on/off kind of function regardless of the min/max settings I use for it. I've tried everything. This seems like it should be so easy. I literally thought I was going to have it setup and done in less than a minute, but spent hours messing with it.2014-05-04 11:35:00

Author:
Hana_Kami
Posts: 393


It sounds like you've had everything wired up correctly the first time, but the tweak settings may have been wrong.

If you connect a randomiser up to the two emitters it will work. Use the randomiser's default settings, but set the randomiser's maximum AND minimum On time to 0.1s and set the maximum AND minimum Off time to 3.4s. Now set the emitter to emit ONCE.

The randomiser will output a pulse to one of the emitters that lasts 0.1 seconds every 3.5 seconds (0.1s On + 3.4s Off). If the emitters are set to emit once then it will work. If it still doesn't work then I think the problem will be caused by something else in the level.
2014-05-04 14:12:00

Author:
fluxlasers
Posts: 182


I have 2 emitters that each emit a different kind of platform that moves left conveyor style. Every 3.5 seconds I want one of the two emitters to emit at random.
If I understand you right, the settings for the randomiser should look like this:


Pattern: one at a time
On Time: both set to 0.0
Off Time: both set to 3.5

That'll randomly send a 1 frame pulse to the emitters every 3.5 seconds.

Edit: ninja'd
2014-05-04 14:19:00

Author:
Ayneh
Posts: 2454


It sounds like you've had everything wired up correctly the first time, but the tweak settings may have been wrong.

If you connect a randomiser up to the two emitters it will work. Use the randomiser's default settings, but set the randomiser's maximum AND minimum On time to 0.1s and set the maximum AND minimum Off time to 3.4s. Now set the emitter to emit ONCE.

The randomiser will output a pulse to one of the emitters that lasts 0.1 seconds every 3.5 seconds (0.1s On + 3.4s Off). If the emitters are set to emit once then it will work. If it still doesn't work then I think the problem will be caused by something else in the level.

I already tried your exact settings before posting this thread and it didn't work. The problem isn't caused by something else in the level. I know that for certain.


If I understand you right, the settings for the randomiser should look like this:


Pattern: one at a time
On Time: both set to 0.0
Off Time: both set to 3.5

That'll randomly send a 1 frame pulse to the emitters every 3.5 seconds.

Edit: ninja'd

Okay, I will try this. I never tried setting the on time to 0. I assumed a 0 on time would make it not work at all.
2014-05-04 20:00:00

Author:
Hana_Kami
Posts: 393


I tried the solution I gave before posting - it definitely worked for me. Ayneh's solution works too, I only use a 0.1 second pulse to make sure the emitter gets triggered.

If you can't get it to work feel free to add me as a friend or join/invite me from your pod. I'm sure I can sort it out if I could see the actual level.
2014-05-04 20:18:00

Author:
fluxlasers
Posts: 182


Ooooooh, when you guys mentioned the setups I didn't know you meant without using a timer. I thought you were just giving settings for the randomizer, not telling me to only use the randomizer. The timer is why it wasn't working. After removing the timer but keeping the same settings it is working now, lol. Thanks! ^_^2014-05-04 20:45:00

Author:
Hana_Kami
Posts: 393


Well deppends what your going for really, I honestly find randomisers not very useful in little big planet. They are not random, Everytime you play the level you will have the same sequence of each time if left alone. Personally I would recommend just making you own sequence for them to go in and make it look random (If none of the above work)

He is what I think you could try. First connect you randomiser outputs to 2 Nods (or toggle sensors which are switched on or inverted NOT logic). Then have 2 AND logics. Connect each of the Nods to seperate AND logics. Then get 2 NOT logics, Connect each Nod outputs to the Seperate NOT logic. Then connect them to the AND logic.

That way your command is, If 1 and not 2 then output would be 1. If 2 and not 1 then it would be 2.
2014-05-06 11:18:00

Author:
Jonarrthan
Posts: 310


Well deppends what your going for really, I honestly find randomisers not very useful in little big planet. They are not random, Everytime you play the level you will have the same sequence of each time if left alone.
Yeah, the seed for each randomiser is set each time you save the level.

If you want it to be truly random you could use 2 (or more) randomisers. One that ticks along from the start of the level and another that's first activated by player input. As long as there's some variance between when players first press a button the randomisers should combine in unique ways with each play.

You could do all kinds of stuff, like just have a big pool of randomisers hooked up to controlinator inputs and crosswired amongst themselves in a mindbending way, then you'd just sample the pool as needed. It's up to you how crazy you wanna go.
2014-05-06 12:08:00

Author:
Ayneh
Posts: 2454


Yeah, the seed for each randomiser is set each time you save the level.

If you want it to be truly random you could use 2 (or more) randomisers. One that ticks along from the start of the level and another that's first activated by player input. As long as there's some variance between when players first press a button the randomisers should combine in unique ways with each play.

You could do all kinds of stuff, like just have a big pool of randomisers hooked up to controlinator inputs and crosswired amongst themselves in a mindbending way, then you'd just sample the pool as needed. It's up to you how crazy you wanna go.

Well I managed to by pass this when I created the logic for lordnoodles Self alternating platformer (it is a prototype level which changed each playthrough) by using a button to turn on the whole system. The randomisers are the main reason we dropped the project. Is this method garenteed to work everytime is it is just an every level of randomness?
2014-05-06 23:28:00

Author:
Jonarrthan
Posts: 310


Well I managed to by pass this when I created the logic for lordnoodles Self alternating platformer (it is a prototype level which changed each playthrough) by using a button to turn on the whole system. The randomisers are the main reason we dropped the project. Is this method garenteed to work everytime is it is just an every level of randomness?
Yeah, try it out. A single high frequency randomiser sampled by the actions of the player (or another player-activated randomiser) would be enough to generate a unique pattern with each play.
2014-05-07 12:56:00

Author:
Ayneh
Posts: 2454


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