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#1

A Lock-On Turret i've been working on

Archive: 5 posts


new here, so m not sure if this goes in here or Object showcase. Anyway, i've bee working on a turret that lock onto sackboy, making it more difficult to dodge. i've got all the logics right, but i hink the game can't handle the split second actions becaue it tends to miss sackboy entirely. Hopefuly i'll get it to work fine. i'll try posting pictures later2009-09-22 22:22:00

Author:
Mopthefloo
Posts: 139


My guess is you just need to do some fine tweaking on the options. It can be done, an example i can think of is DCF's Boss "The Rescue of Persephone" In Boss Rush 3 (Published under the PSN LBPC_BossRush).

But if this isn't done, i guess its a project
2009-09-22 22:28:00

Author:
Burnvictim42
Posts: 3322


You posted in the right place.

This sounds like my intelligent auto-aiming system (or lock-on if that's how you want to word it) I started work on a while back that actually aims and follow sackperson and would stop aimed where sackperson stopped. I was still trying to get it just right, and haven't gone back to it yet.
2009-09-29 19:16:00

Author:
Unknown User


Yeah, quite a few of these have been produced and there are various methods of achieving it.

At a guess I'd say you are using angle-limited prox sensors on either side of the turret, controlling a three way switch, which in turn controls a wobble or motor bolt? As burnvictim says, the trick really is to get a balance between the "dead Zone" between the two sensors and the speed of the bolt, mostly this is trial and error.
2009-09-29 19:36:00

Author:
rtm223
Posts: 6497


I actually made a very convoluted design when I first tried this...

I made a semi-circular track for a "cart" to move along using wobble bolt wheels attached through a 3 way switch, then the cart was allowed to pivot around a normal bolt, but was controlled by the wheels on the "cart". I got everything all tweaked nicely, and then it hit me... why can't I just put the 3 way switch on a wobble bolt pivot...?

Facepalm.

Ironically, I couldn't get the simpler version to be tweaked as nicely as the stupid version. In the end it was axed from the project, so no harm done. But, lol @ my failure.
2009-09-29 20:02:00

Author:
comphermc
Posts: 5338


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