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Controlinator Output Only Upon Initial Press of the Button?

Archive: 7 posts


I am trying to make a versus level similar to LBP2's "Block Drop" level, where there is a queue of blocks each displaying a PS button to be pressed. Pressing the button matching the next block in the queue causes that block to disappear; and incorrect press emits a shock.

The controlinator is set up to output a "correct" or "incorrect" signal using sets of AND gates. If the button pressed AND the next block in line are the same, a correct output is sent. If the button pressed AND NOT the next block in line are the same, an incorrect output is sent.

I'm having a problem with incorrect outputs immediately following correct outputs. The series of events goes: player presses correct button, correct output signal sent, block disappears -- because this all happens in a nanosecond, the player's finger is still on the button and that button's signal persists, because the block is now gone this immediately triggers an incorrect output.

I'm trying to fix this problem but am stumped. Is there a way to arrange the logic so that only a single signal sent, upon the initial press of a PS controller button in order to prevent this immediate correct-to-incorrect loop from happening? I'm open to other suggestions as well...
2017-11-18 14:14:00

Author:
IrishGuyJay
Posts: 6


Wire a Controlinator button output into the input of a Counter whose maximum value is set to 1 instead of 10. Wire the Counters output into its own "RESET!" input (at its bottom). Now, whenever you press this button in the Controlinator, the Counter will output a single pulse, regardless of how long you hold the button down.

Assuming you make such a Counter for every button you wish to use, replace all the inputs you had for the AND Gates (which were from the Controlinator outputs) with the outputs of the corresponding Counters.

If you've got a question or this suggestion doesn't address the problem correctly, just lemme know.
2017-11-18 16:12:00

Author:
Bonnell7
Posts: 100


Thats a good tip! I personally always do it this way. The counter's signal is 0.33 seconds long. If that is still too long I'd recommend a cooldown timer set to 0.1 seconds. If it's like a quicktime event the timer doesn't help and should ne avoided.2017-11-19 10:41:00

Author:
mdkd99
Posts: 1172


Wire a Controlinator button output into the input of a Counter whose maximum value is set to 1 instead of 10. Wire the Counters output into its own "RESET!" input (at its bottom). Now, whenever you press this button in the Controlinator, the Counter will output a single pulse, regardless of how long you hold the button down.

Assuming you make such a Counter for every button you wish to use, replace all the inputs you had for the AND Gates (which were from the Controlinator outputs) with the outputs of the corresponding Counters.

If you've got a question or this suggestion doesn't address the problem correctly, just lemme know.

That did indeed fix the issue. Thanks! After finishing and publishing my level, I noticed a bug where points are earned in a 2P game are always given to P2, even where the sackbot controlled by P1 earns the points. I assume this has to do with the proximity of the sackboy controlinator to the playing area, and the closest sackboy gets the points, meaning in a 3P or 4P game, I'd have the same problem where the last player earns all the points. Hmm. I think this is the last bug left though!
2017-11-19 15:29:00

Author:
IrishGuyJay
Posts: 6


I am... no good with actual gameplay stuff. Just logic stuff.
I'm glad the first issue was fixed, but without being able to hop onto LBP2 myself (to test), I can't give your new problem a sure-fire solution.

Sorry.
2017-11-19 17:49:00

Author:
Bonnell7
Posts: 100


I am... no good with actual gameplay stuff. Just logic stuff.
I'm glad the first issue was fixed, but without being able to hop onto LBP2 myself (to test), I can't give your new problem a sure-fire solution.

Sorry.

No problem; you’ve helped a lot! I’ve diagnosed the problem as needing to have each player start at a separate location. I just need to figure out how to actually do that!
2017-11-19 18:31:00

Author:
IrishGuyJay
Posts: 6


Depending on how much thermo you have, you could make it tag sensors that are linked to destroyers and different score givers based upon which player got it.2017-11-24 01:24:00

Author:
koltonaugust
Posts: 1382


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