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Sub menus issue

  • QuietlyWrong

    Could it be a problem with your controller?

     

  • TAPgiles
    Great answers

    If you press circle for more than 1 frame (which it's almost impossible to avoid), it'll trigger on the current layer. Then the next frame it'll register on the previous layer.

    So you need the press to be 1 frame long, by wiring it into a signal manipulator in "pulse" mode (pulse is a 1 frame long signal). So when the button input goes from off to on, you'll get a pulse and that's all. So it will affect the current layer, but when the next layer up pays attention to the button the sig-manip isn't sending a signal any more.

  • Rabagast

    Should the signal manipulator be set to puls at on or off? I tried with on, but it didn't work properly with my setup.

  • QuietlyWrong

    Oh you mean in a game you're creating, rather than in Dreams itself? [self-face-palm]

  • Rabagast

    Yes, that's correct. 😊

    When I enter a new sub menu, I use another controller sensor to control that menu.
    The problem is, when I click x to enter the next menu, it will also register the next controller sensor and enter the next menu.

    It's like an auto fire.

  • QuietlyWrong

    It's worth learning one or two methods for turning any button press into a one-time-only, one-frame pulse of signal.

    As TAP mentions, the signal manipulator has a built-in option for that.

    I'm old-school and remember such LBP2 techniques as wiring a counter (target: 1) such that its 'completion' output automatically resets itself - this turns an input (count up) signal into a pulse.

    But I'd persevere with the signal manipulator. Learn its options; try it in a scene of its own so you can see exactly what's happening. If it's not helping in your current menu logic, there may be something else awry. If you're in a sub-sub-sub-menu, make sure that the sub-sub-menu (and the sub-menu) are not able to detect the controller presses as long as the sub-sub-sub-menu is active!

  • Rabagast

    I did a test now.

    I added 2 controller Sensors in a microchip. I wire x from controller sensor 1 into a signal manipulator and set it to puls at on. And then I wire from signal manipulator to a keyframe which turns on controller sensor 2 and turn off controller sensor 1. On controller sensor 2, I wire x to a counter.

    So, when I click x on controller sensor 1, it turns on controller sensor 2 and register the x-button click and set the counter to 1.

    I want to click x on sensor 1 to turn on sensor 2, but need to release the x-button and click it again to set the counter to 1.

  • QuietlyWrong

    So add a signal manipulator set to Pulse At On to all your controller sensors' button outputs?

  • Rabagast

    I got it to work. But I used only one controller sensor and wired x into a signal manipulator and then into a combiner and then into a Transmitter. The combiner needs to be set to 2, 3, 4 or 8. Depends on how many controller buttons you need.

    And on all the sub menus, you add a receiver and wire that into a splitter. The you wire out from the splitter to wherever you need it. This works.

    I still can't get it to work if I wire x from a controller sensor to a signal manipulator and into a keyframe which turns off menu 1 and turn on menu 2 where I also have a controller sensor and x is wired to a signal manipulator and in this test, I just use a counter. I couldn't get it to work in this way.

  • TAPgiles
    Great answers

    Oh strange. That should work fine. Just the basic "pulse" mode should be okay.

    This is how I do menus. It shows the pulse fix also. https://youtu.be/t6bdDrmWiZE?t=89 

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