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#1

Materials and magnetic keys.

Archive: 10 posts


I have first encountered this creating problem in LBP2, and I didn't come up with a good solution. With LBP3, I thought I could solve it easily with the new tools, but I discovered I was wrong. So here I am asking for your help as a last resource.

The problem is: I want to put a magnetic key on a material, and make it so that the entire material acts like a magnetic key. Here's some photos to show you what I'm talking about:

49665
Here's a VERY simple configuration where the sensor is attached to a light.

49667
As you can see, when the sensor is triggered, the light turns on, and that's ok.

49666
What I want to happen is that the magnetic sensor will trigger itself even without detecting the key directly, but only the material it was placed on. In a way the light turns on even in this third image.

I have already thought of some solutions: the best one was using invisible/holographic material around the sponge and using an impact sensor instead of the magnetic key one. But I guess that would be a problem with thermo, wouldn't it? Are there some simpler solutions you can think of?

Thanks for your answer! And if you read the post when it had only the first two lines, something happened with my PC and I accidentally created the topic without finishing it
2014-12-10 21:03:00

Author:
Puntolory
Posts: 34


I think the solution you posed is pretty elegant. Changing out a tag sensor for an impact sensor and adding in an extra piece of Hologram/Sticker Panel shouldn't cause any catastrophies thermo-wise (that I know of, at least). My only recommendation would be to put the tags on the more frequently occurring item, i.e. if you have more sponge blocks than white matter pieces, put the impact sensor on the white matter and the tag on the holo/sticker panel attached to the sponge (or switch them if the reverse is true).2014-12-10 21:34:00

Author:
MrLongJohn
Posts: 36


I think the solution you posed is pretty elegant. Changing out a tag sensor for an impact sensor and adding in an extra piece of Hologram/Sticker Panel shouldn't cause any catastrophies thermo-wise (that I know of, at least). My only recommendation would be to put the tags on the more frequently occurring item, i.e. if you have more sponge blocks than white matter pieces, put the impact sensor on the white matter and the tag on the holo/sticker panel attached to the sponge (or switch them if the reverse is true).

I understand. I'm working in a level where there are going to be multiple material pieces that act like the sponge material in the pictures, and I was worried they could affect badly the thermometer when there were lots of them. I think I should at least give it a try and test it.
Thanks for the answer!
2014-12-10 21:49:00

Author:
Puntolory
Posts: 34


You could resize the tags to be large and pepper the entire visible side of material in the tag.2014-12-11 02:43:00

Author:
peabodyman
Posts: 38


You could resize the tags to be large and pepper the entire visible side of material in the tag.

For logic purposes, tags only have a pinpoint location (their center) regardless of their appearance size, so resizing tags would not be useful.

I like Mr. LongJohn's suggestion of reversing which piece has the sensor, and which has the tag. You could try putting a tag at each concave vertex of your object (such as each corner of the sponge square), since most of the time one of those would be in range if the sponge was in range. (Unless the length of a side of your objects is large relative to the sensor radius)

The only way to test for collision areas in the general case is with holo and impact sensors as you proposed. That's a pretty common technique, and not especially thermo wrecking on its own. You might benefit from the dynamic thermo features in LBP3 too (assuming its bugs have been sorted).
2014-12-11 09:10:00

Author:
LittleBigDave
Posts: 324


For logic purposes, tags only have a pinpoint location (their center) regardless of their appearance size, so resizing tags would not be useful.

TIL. Silly then that they let you resize them.
2014-12-11 17:27:00

Author:
peabodyman
Posts: 38


TIL. Silly then that they let you resize them.

Tags are 2x2 on a small grid, so sometimes a smaller tag can help you see some things past it without needing to use L2, and it helps get it out of the way.
2014-12-12 08:23:00

Author:
Devious_Oatmeal
Posts: 1799


Also tags came into the game way back in LBP1, when everything was thought of as a physical thing in the world, and everything could be resized. Back then even an AND gate had to be custom crafted, usually involving pistons, tags, cardboard, and dark matter. Some levels still out there even use tags as art assets.2014-12-12 16:35:00

Author:
LittleBigDave
Posts: 324


Also tags came into the game way back in LBP1, when everything was thought of as a physical thing in the world, and everything could be resized. Back then even an AND gate had to be custom crafted, usually involving pistons, tags, cardboard, and dark matter. Some levels still out there even use tags as art assets.

Don't forget them switches; two-way and three-way. Those worked wonders!

And talk about tedious in logic. It makes you really appreciate the logic we have now.
2014-12-13 08:13:00

Author:
Devious_Oatmeal
Posts: 1799


Don't forget them switches; two-way and three-way. Those worked wonders!

And talk about tedious in logic. It makes you really appreciate the logic we have now.

Ha. Remember building elaborate vehicles or contraptions and you had to have this whole dark matter/cardboard "brain" stashed off in the upper corner of the level somewhere? It was good times watching all those pistons, winches, and wheels going back and forth like crazy. Often, the brain was bigger than the contraption it controlled. We were always trying to come up with innovative ways of squeezing as much logic with as few pieces as possible before the thermo exploded.
2014-12-13 17:54:00

Author:
Sehven
Posts: 2188


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