
on 29-04-2012 10:09 PM
I've been having this problem a lot, but this is the most recent example...
I've made a "hover craft" that's using:
- anti gravity (to float)
- mover (for constant forward motion)
-advanced mover (up/down)
- and some counters and impact sensors for.. well, impacts.
My problem is when i push "Down" on my stick, it translates to up. This takes up about half the distance of the downwards stick direction, and in order to actually go down, the stick has to be all the way down (touching the 'edge' of the controller). I can't figure out if it's a problem with lbp2, or all my controllers are broke, or if it's something to do with a combination of movers, or whatever... The level I'm working on now requires quick and precise movents, and going Up, when needing to go Down turns out fatal, and takes all the fun out of the level. (I have had this problem with many other crafts I've built, using similar setups...)
Does anybody else have this problem? Can anyone please explain how I may fix it? Any help would be awesome, and muchly appreciated.
on 29-04-2012 11:46 PM
on 30-04-2012 10:35 AM
Let me get this straight...
Is this correct? Sounds familiar somehow... Without checking I can't give you a definitive answer, but have you got any logic between controllinator and advanced mover? Sounds like you're losing the sign of the signal somewhere along the line.
on 30-04-2012 02:39 PM
I think that kind of thing happens if you're using AND gates somewhere along the line... If you are, maybe try running the wire through a microchip and using the other AND condition for the microchip: activate input. If you're not using an AND gate, IDK... ![]()
on 30-04-2012 02:53 PM
Yeah, it smells strongly of AND gate.
If you're using AND gates to turn the controls on and off, consider instead putting the motion circuitry on its own chip, then you can turn the whole chip on and off instead. I think I mentioned this technique in one of my tutorials once.
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