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  1. #1

    Default Mimicking LBPV Impact Sensor?

    I totally forgot that LBP3's impact sensors don't give output based off of the tag signal strength like in LBPV, but does anyone know if this effect is at all possible? I'm trying out a 2D Mapping for 3d space, but I really don't want to have every collision box have to check for the player if it's possible for just the player to check for the z-axis of the collision boxes. And yes, I do have to use 2D mapping, as the only reason I am doing this is for using ramps in 3D space.

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  3. #2

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    This is the first time I'm hearing about "Impact Sensors" reading analog "Tag" signals upon impact... that's awesome!
    Too bad they didn't put it in LBP3.

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  5. #3
    Sackperson Private koltonaugust's Avatar
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    Yeah, there's a decent amount of features that didn't quite make it into LBP3. The impact sensor, the notes showing signal (at launch), the cleaner tag sensor (remote tag sensor + tag sensor in one with clearer settings).

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  7. #4

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    If I understand corretly, you want an impact sensor that, instead of inputting a digital 1-0 signal, outputs the percentage fueled into the tag, correct?

    At first glance, a quick fix would be using an AND gate with an impact sensor and a tag sensor set to percentage rather than proximity. Of course, this would be clunky if you need several different percentages and don't want to cover up your whole level in tags...

    Maybe if you gave a more accurate explanation on how you would apply such settings... Is it to transform 100% horizontal velocity into fractional velocity depending on the degree of the ramp? Surely there are more simple ways to achieve so


  8. #5
    Sackperson Private koltonaugust's Avatar
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    This actually still doesn't do what I want because I want several collision boxes with a z-axis tag with different strengths to give the height of where a player should be based off of 2d mapping. The workaround is have impact sensors on every box that activates the tag, but its a bit more thermo heavy than i like. It adds about 20-30 tags that wouldn't be necessary if the impact sensor gave an analogue output. It works and it's fine, but I don't like the impact it has on the thermo or the visual appeal of the logic. I'm also super nitpicky about my logic :P

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  10. #6

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    As a quick idea, maybe you'd like to consider it the other way around. Instead of the player sensing what each individual hitbox percentage is, maybe you want the most relevant hitbox to broadcast its signal. Like, instead of sensing it with the touch sensor you use a tag sensor, and instead of being the player that actively reads its enviroment. maybe the enviroment should be the one that determines the signal once approached by the player, if I make sense of myself.

    These kind of things are just the process of creation though, I can't really give an optimal answer, since part of the project is figuring these things out.

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