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Paintinator Sensor

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Paintinator Sensor
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Games: LittleBigPlanet, LittleBigPlanet 2, LittleBigPlanet 3
Type: Gadgets
Category: Sensors
Outputs: 1
Obtained from: DLC; VR Training

A Paintinator Sensor, known as a Paintinator Switch in the original LittleBigPlanet, is a Sensor gadget that detects when the attached object gets shot by the Paintinator. It was introduced in the Metal Gear Solid Pack, unlocked alongside the Paintinator itself in VR Training. This gadget would serve as the basis for the Projectile Sensor seen in future games.

Usage and Behaviour

The Paintinator Sensor can be attached to any surface or circuit board, and outputs a signal when the object gets hit by a paintball. It outputs a digital ON signal when it reaches its target count, and an analogue signal based on how full it is, e.g. if the target count is 10 and the object has been shot 5 times, it outputs a signal of 50%.

The sensor also keeps track of who shot the object, with the most recent player to shoot it taking ownership. If multiple paintballs from different players hit the object on the same frame, whoever's paintball was fired most recently will take priority. If the sensor is not set to reset when full, then its player ownership is effectively locked in when its target count is reached.

The Paintinator Sensor is one of the few gadgets that did not see a major redesign in the transition from the first game to the second, however the behaviour of the meter's light was revised. In the original LittleBigPlanet, the colour of the meter changes from green to red as it reaches its target count. In LittleBigPlanet 2 and onward, the colour no longer changes on its own; instead, the player can assign a custom colour that never changes.

Tweaks

Behaviour

Switch Behavior: (
On/Off •‎
Speed Scale •‎
One-Shot •‎
Directional
)

Changes the output behavior of the switch, which will change the behavior of attached gadgets.

Paintballs

Target Count: (0 - 100)
Determines how many paintballs need to hit the sensor in order to send a digital ON signal.
Current Count: (0 - Target Count)
Use this to set the Painatinator Sensor's current count to a specific value. Cannot be set higher than Target Count.
Reset When Full: (
No •‎
Yes
)

If set to Yes, the Current Count will flip back to 0 when it reaches the Target Count.
Sounds: (
No •‎
Yes
)

Determines whether or not to play a sound effect when the object is hit by a paintball.

Trigger

Include Rigid Connections: (
No •‎
Yes
)

If set to Yes, objects that are directly glued to the attached object will also be detected if a paintball hits it.

Output

Invert Output: (
No •‎
Yes
)

Inverts the gadget's output, turning On signals Off and vice-versa.

Ownership (Hidden in LBP2)

Team Filter: (
Everyone •‎
Friends •‎
Enemies •‎
Red Team •‎
Blue Team
)

Adjusts the Team Ownership of the switch; only paintballs owned by the selected team will be able to activate the switch.
Everyone
The switch ignores ownership and can be activated by paintballs from everyone.
Friends
The switch can only be activated by paintballs from players that own the object.
In Versus Mode this means only the owning player, and in Team Versus Mode this means only the owning Team.
Enemies
The switch can only be activated by paintballs from players that don't own the object.
In Versus Mode this means all players except for the owning player, and in Team Versus Mode this means only the opposing Team.
Red Team
Only paintballs from players assigned to the Red Team will be able to activate the switch. This only applies in Team Versus Mode.
Blue Team
Only paintballs from players assigned to the Blue Team will be able to activate the switch. This only applies in Team Versus Mode.

Visuals

Electronics and Cable Visibility: (
No •‎
Switch Visible •‎
Switch and Cables Visible
)

Determines whether or not the gadget (and any outgoing wires) will be rendered in Play Mode.