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Logic Glitch??

Archive: 13 posts


Recently, I've noticed that in a level I've been working on with a high volume of tag sensors, some of the sensors will sense a phantom tag that does not exist in a level. At first I thought I'd just left it somewhere floating around. But I set up a follower to go find the tag and it simply doesn't exist in the level. Anywhere. And the phantom tag that turns on changes. Ive scoured the level and there is nothing there. And yet tag sensors seem to turn on randomly sometimes. Has anyone else encountered an issue like this recently? Is there a fix?2014-06-03 20:37:00

Author:
Tynz21
Posts: 544


Are the tags turned on and off by logic? If that's the case, then it can explain why tag sensors would go off at one point, but wouldn't be followable at another.2014-06-04 01:11:00

Author:
Kalawishis
Posts: 928


If its not togglable like Kalawishis stated, then maybe it is being affected by an analogue tag, like 50% but off

If that is not the case, Kalawishis may be right. If all that is wrong check for emmited objects and see if the culprit tags are part of the objects

The last thing that might be wrong is desyncronization which makes things appear differently (like tag labels which may say one thing, but be another tag label)

If all else fails, switch to a new tag label, and change everything that you know uses that tag, hope this helps Tynz21
2014-06-04 04:42:00

Author:
amiel445566
Posts: 664


There are only about 10 unique tag labels in the level. The level is a puzzle game such that at the end, upon completion of the game, all the colors will be the same because all the activated tags are the same. The colors are indeed the same, thus all the activated tags are the same. At the Same time, however, upon completion of the game, other "phantom tags" will sometimes activate and sometimes not activate. Sometimes they'll be one color, other times a different one. These tags DO NOT EXIST in the level at the time they activate. This is verified by that fact that, while tag sensors seem to be triggering, followers and look at rotators are simultaneously unable to find the tag. Additionally, the analog signals that are given by these phantom tags always output 100% for BOTH the nearness and the signal strength settings of the tag sensors, even if the trigger radius is set to 0. I've played around with this a lot and I have no other explanation for it than a glitch that occurs with large volumes of tag sensors. At the time of occurrence, this level probably contains approximately 1200-1300 tag sensors so...meh.

Oh and all the sensors that typically malfunction have the same label, however this is more than likely coincidence due to the fact that this particular tag is far and away the most used. But I can't be certain of that yet.
2014-06-04 08:44:00

Author:
Tynz21
Posts: 544


If you highlight a tag sensor, you can see the "pulse" eminating from the relevant tags, is this happening?2014-06-04 09:35:00

Author:
Ali_Star
Posts: 4085


Every time I see a tag I die a little inside. Really, they're just terrible. They add 1 frame of latency to signals and they take up thermo. Unless you're emitting something never use tags, ever. Even if you're using them on emitted objects, don't use them.

There have been problems with tags from day 1. Across patches their labels have stopped being accessible, they stop working entirely, or how they behave in microchips has changed.

Tags are truly the worst thing to befall mankind. All we can hope for is those that survive the nuclear winter won't make the same mistake again.
2014-06-04 16:13:00

Author:
Ayneh
Posts: 2454


If you highlight a tag sensor, you can see the "pulse" eminating from the relevant tags, is this happening?

Nope, no pulses. Silly tag sensors... this is why I always use impact sensors...
2014-06-05 21:40:00

Author:
Tynz21
Posts: 544


Once I turned an object invisible in create mode, forgot about it, unpaused, and the object fell through the floor of the level and was gone... But it wasn't really gone. It still showed up in the star menu and it still used up thermo. The only fix I could come up with was to capture the parts of the level I liked and move them to a new level. If something similar happened to you it would explain the strange behavior of your tags. Sorry I don't have a better solution.2014-06-09 03:58:00

Author:
one-mad-bunny
Posts: 334


It's OK, I actually found a workaround by doing it a little differently.2014-06-10 00:06:00

Author:
Tynz21
Posts: 544


One question: Did the tag sensor have a limited detection angle?

If so, then it's a known bug.
If not, then I don't know what's up. Probably also a bug. :L

I guess it doesn't matter, since you've worked around it. But still, it would be interesting to find out if it is actually a bug or just a weird mistake that you can't quite put your finger on.
2014-06-10 19:03:00

Author:
Robo4900
Posts: 409


I'm pretty positive it's a bug. The detection angle was 360 and radius was infinite. The logic setup was sound, and it worked for a smaller game, but in the 7x7 mode, it only worked about 15% of the time.2014-06-11 08:16:00

Author:
Tynz21
Posts: 544


There's some pretty simple fixes for this. Only check for tags at the exact moment you need to check for them. Don't activate something by using the tag sensor's on/off signal (like don't connect it to a sticker panel....the sticker panel may blink on and off)
Simply check for the tag once when necessary and activate a selector by the result (output 1 for on, output 2 for off)....the selector will stay on.
Also, I've never experienced it detecting a tag that isn't there....but I've experienced it NOT detecting a tag that is right next to it.
2014-06-13 01:34:00

Author:
AmazingKittyCat
Posts: 204


There's some pretty simple fixes for this. Only check for tags at the exact moment you need to check for them. Don't activate something by using the tag sensor's on/off signal (like don't connect it to a sticker panel....the sticker panel may blink on and off)
Simply check for the tag once when necessary and activate a selector by the result (output 1 for on, output 2 for off)....the selector will stay on.
Also, I've never experienced it detecting a tag that isn't there....but I've experienced it NOT detecting a tag that is right next to it.

I have a very wide grasp of logic, and this is not applicable to my situation. But it doesn't matter because the level is already fixed in a different way. Thanks for the suggestion though.
2014-06-13 06:09:00

Author:
Tynz21
Posts: 544


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