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Boss logic

Archive: 16 posts


Hi. i was wondering if anyone could help me. what i need is some sort of logic for boss attacks. what i want to happen is that the boss does a basic attack ( like shooting plasma balls or something) and then does something else (like shoot bombs or something.) i want this process repeating over and over again until you destroy a weak point which stops the bombs.i want it then to move onto something else (like a death ray or something) but still keep changing to plasma balls between each attack. i want the same thing to happen where you destroy a weak point that stops the death ray. i want this to happen a couple of times until you destroy the last weakspot that destroys the boss altogether. Im not sure if this is even possible but if it is could someone make one for me or tell me how to make one. Thanks2009-06-25 17:39:00

Author:
theamilien
Posts: 485


Boss logic isn't my strong point, but I'm pretty sure I can point you in the right direction. Over on the object showcase is something by NinjaMicNZ all about boss logic. In his level he describes all about boss logic.
I'll try to find a link for you as well
2009-06-25 19:13:00

Author:
Coxy224
Posts: 2645


One REALLY simple way to accomplish this is to have a piston with a magnetic key attached to the end slowly extend and pass over magnetic switches - which in turn controls the boss. Set the piston to flipper and have it just repeat over and over again.2009-06-25 19:24:00

Author:
CCubbage
Posts: 4430


Search for @ninjamcwiz. He has a great logic switch setup for boss attacks.

I generally use a circle with a motorbolt rotating it. Put a mag key on it and a switch oN dark matter at the top. When the wheel rotates the keys will touch and activate the attack. To make it stop, put the keys and switches on dissolve, attach the paint switch to them and they both vanish stopping the attacks.

I always build my bosses without a single AND or OR gate. I've only ever used perm switches, relays, and the circle detailed above. Siberia 3 has the system at the very start of the level on the chopper. Have a play and I'll answer any questions I can.

Ccubbage's method above also works.

I'd recommend playing ninjas level (who is probably the best at this stuff) and see how that works for you.
2009-06-25 19:41:00

Author:
GruntosUK
Posts: 1754


okay, this is some pretty hardcore logic, here is a pic i made quickly in photoshop, this is only one way of doing it but ask if you have any questions about it

http://i666.photobucket.com/albums/vv28/apyro3/Bosslogic.gif

the yellow wobble bolt will switch it from the attack its currently on to the lazer, both will last for whatever amount of time the bolt's delay is set to

everytime an attack it destroyed all so disolve the block it corrisonds too, so when the first attack is gone dissolve the top block (not the one with the key)
2009-06-25 19:48:00

Author:
redmagus
Posts: 667


As a note here, ninja's device and CCubbages method won't actually achieve the behaiour requested in the OP. Ninja's could with various modifications, but not "out of the box" so to speak

Redmagus's solution will do the job but I think I can simplify it. Watch this space...

Edit - crap, spoke too soon. I thought I could do away with the and gates down the bottom, but alas, this will only work if you destroy the emitter or whatever is controlling the attacks as well and that may be as complicated. Yup, go for redmagus' solution.
2009-06-25 19:53:00

Author:
rtm223
Posts: 6497


I found the one by ninjamicwz but hes sed that the levels been taken off and when i searched it wasent there. redmagus, i dont exactally understand how the wobble bolt bit works, could you explain it for me because it looks quite complex. thanks2009-06-26 18:43:00

Author:
theamilien
Posts: 485


I've got a copy of Ninja's boss logic setup if you want it I could send it to you... provided he's ok with it. PM me if you want it with your PSN.2009-06-26 18:50:00

Author:
Morgana25
Posts: 5983


the wobble bolt will move the block of wood between the key switches on either side. when it is on the right the lazer will activate and when it is on the left the primary attack will be activated. However long the wobble bolt pauses will be how long the attack lasts2009-06-26 19:46:00

Author:
redmagus
Posts: 667


ok i think i understand . thanks 2009-06-26 21:10:00

Author:
theamilien
Posts: 485


okay, this is some pretty hardcore logic, here is a pic i made quickly in photoshop, this is only one way of doing it but ask if you have any questions about it

http://i666.photobucket.com/albums/vv28/apyro3/Bosslogic.gif

the yellow wobble bolt will switch it from the attack its currently on to the lazer, both will last for whatever amount of time the bolt's delay is set to

everytime an attack it destroyed all so disolve the block it corrisonds too, so when the first attack is gone dissolve the top block (not the one with the key)

You know what's really scary is I understood that! LOL Thanks for that.
2009-06-26 21:50:00

Author:
Morgana25
Posts: 5983


using the wobble bolt method, a simple thing is to do this:

- "Left" position of wobble switch controls plasma balls
- "Right" position controls bombs/death ray
- To switch from the bombs to the death ray, make a hollowed out rectangle of dark matter with a block of dissolve on the bottom and a block of wood sitting on top. Attach a mag key to the block of wood. Put two mag switches on the side of the dark matter, with their radii just big enough to detect the mag key. The top mag switch activates the bombs, the bottom one the death ray. Attach whatever brain/paint switch you're using that gets destroyed (and switches the attack) to the dissolve block, so that when it's destroyed, the mag key drops out of the bomb key and into the death ray key
2009-06-26 22:59:00

Author:
ZipCity
Posts: 208


As a note here, ninja's device and CCubbages method won't actually achieve the behaiour requested in the OP. Ninja's could with various modifications, but not "out of the box" so to speak

Yes it can. All you have to do is wire the red switches to attack emitters and behavioral movements on the proper settings. Attach the paintswitches for weakpoints to the dissolve blocks, and have the emitters themselves placed on dissolving or destructible pieces. It will cycle through stage 1, repeating whichever attack you want, and only move on to the next stage when a weak point is destroyed. This was explained in the tutorial.

Nothing works out of the box until you change the parameters for the switches, the speed of the trigger key, and attach or place them as needed. Almost all bosses need a custom set up, if they're innovative. I personally have never used the switch box, since every boss I've made needs something more specific for it's needs, but it works for basic attack cycles for those just wanting to achieve a simple pattern and not a "boss of the century"

The easiest thing to do really is have all your emitters on dissolve blocks, and paint switches (or inverted keys/switches to pop them on destruction) attached to all of the blocks for weak points. On each preceding block have an inverted mag switch connected to the next attack emitter. When the preceding attack is destroyed, the next will activate. All the while keep the basic plasma attack untouched and set it's frequency, lifetime, pause etc to coincide with all of them. The switch set ups for movements can all be placed on the preceeding blocks and controlled by disappearing keys.

http://www.lbpcentral.com/forums/picture.php?albumid=239&pictureid=4679

That's about as simple as it's going to get. If you wwant them exact to fire from a moving piece, place the green dissolve square's on say... the enemy's arm-gun and select your emitting position. Sticker them for camouflage. The one on the right is going to be your plasma attack that never destroys until the end. Final weakpoint should be wired to it, the enemy brain, and the remaining attacks. Just make sure your attacks are all synchronized to match the plasma attack, and trade off accordingly.
2009-06-26 23:25:00

Author:
Unknown User


I think i understand what you mean, if it is what i think it is then it should work. While emmiting keys can be a bit thermo heavy it is a mite less complex and takes up less room. Its like you said, these things need to be tailored to the individual components.2009-06-27 00:32:00

Author:
redmagus
Posts: 667


No keys have to be emitted in that one. The red witches are set to inverted... preventing the next attack emitter from firing. When they are destroyed along with the weakpoint, the red switch no longer exists and the emitter it was attached to can fire away with it's settings until it's coinciding weak point is destroyed.

Definitely though. I actually love the design of the logic box you posted, and I think it would be perfect for harmonizing attacks with movements, but like I said, when it comes time for me to program one of my bosses, any of the logic boxes I've built for people are never quite right and it just has to be improvised. It usually ends up needing alot of keys and switches ON the boss and in the play area to synchronize attacks with movements... pretty much the way the collector's torso is slathered with keys and switches.
2009-06-27 00:40:00

Author:
Unknown User


yeah i loved looking at that work, it was a masterpiece with all the logic concealled on the boss itself, (granted that logic only controlled 2 stages and an alternate) but it was still worth taking apart in create mode2009-06-27 02:47:00

Author:
redmagus
Posts: 667


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