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Full Sackbot Control?

Archive: 23 posts


Hey all, returning again to the site since I got beta access.

Im working a Pikmin recreation because as soon as I saw little sackbots I knew it was to be.

Anyways, Im using Olimar as a sackbot aswell to disable jumping.

But I have absolutly zero clue how to make the controllinator control his grab function (He is using power gloves)

Any help at all? I have a feeling I be back when I start his whistle, and the pikmin's carrying functions, but I'll cross those bridges when I get there.

P.S. Why did the NA beta not include power gloves? I had to get them off of another player's level.
2010-10-26 00:39:00

Author:
King_Tubb
Posts: 435


You press R1 the controls are the same2010-10-26 00:40:00

Author:
Xero Space
Posts: 249


You press R1 the controls are the same

Yea that's not it....

Not sure what youre talking bout...Clearly you havnt attempted this and are assuming...

Or you need to elaborate more, cause that gives me negative help...Im using movers and what not to control my sackboy. There is no "link sackboy controls through controlinator to sackboy to coincide perfectly" connection device.
2010-10-26 00:45:00

Author:
King_Tubb
Posts: 435


Wait...what?

If your controlling a sackbot with a controllinator then all the controls are the same..
2010-10-26 00:56:00

Author:
Bremnen
Posts: 1800


Or you need to elaborate more, cause that gives me negative help...Im using movers and what not to control my sackboy. There is no "link sackboy controls through controlinator to sackboy to coincide perfectly" connection device.
You can't link the X button to the grabinators then, you're going to need to hook-up the controlinator the old-fashion way for it to work.
2010-10-26 00:59:00

Author:
warlord_evil
Posts: 4193


You can't link the X button to the grabinators then, you're going to need to hook-up the controlinator the old-fashion way for it to work.

Old-fashion way? The way everyone had done it online was through movers and other control device that were all placed onto the sackbot's microchip and linked a remote controlinator so that sackboy wasnt visible.

I didnt know there was an "Old-fashion way"
2010-10-26 01:05:00

Author:
King_Tubb
Posts: 435


Old-fashion way? The way everyone had done it online was through movers and other control device that were all placed onto the sackbot's microchip and linked a remote controlinator so that sackboy wasnt visible.

I didnt know there was an "Old-fashion way"
There's a way to control a sackbot just like a normal sackperson, I really don't know how it's done, but it had something to do with making a controlinator on the bot's microchip, and a controlinator elsewhere, one was set to input and one output, although I really don't know how it's exactly done.
2010-10-26 01:12:00

Author:
warlord_evil
Posts: 4193


set it to no gravity i mean high grav and then he can't jump right?2010-10-26 01:14:00

Author:
lbp is awespme
Posts: 657


There's a way to control a sackbot just like a normal sackperson, I really don't know how it's done, but it had something to do with making a controlinator on the bot's microchip, and a controlinator elsewhere, one was set to input and one output, although I really don't know how it's exactly done.

Ill have to look into this, but that kinda of ruins the whole concept of Olimar no being able to jump. But where there's a will there's a way.


set it to no gravity i mean high grav and then he can't jump right?

Thanks...your help was profoundly useful [/sarcasm]
2010-10-26 01:18:00

Author:
King_Tubb
Posts: 435


Put a DCS where you want to controll it from, then put another DCS in the sackbots microchip and set them both to the same color. That'll let you control them remotely as if it were a normal sackboy.
Then you just put the grav in and that should work..
2010-10-26 01:31:00

Author:
Bremnen
Posts: 1800


Put a DCS where you want to controll it from, then put another DCS in the sackbots microchip and set them both to the same color. That'll let you control them remotely as if it were a normal sackboy.
Then you just put the grav in and that should work..

Oh this makes much more sense. Thank you very much!
2010-10-26 01:35:00

Author:
King_Tubb
Posts: 435


The grabbinatots aren't in the EU beta, either. The grabbinators people are giving out are stolen from The Factory of a Better Tommorrow/Tutorials through the God Glitch. 2010-10-26 01:53:00

Author:
crazymario
Posts: 657


If you don't want him to jump, just place a mover that forces him down when you push X for the normal jump?2010-10-26 02:12:00

Author:
warlord_evil
Posts: 4193


Put a DCS where you want to controll it from, then put another DCS in the sackbots microchip and set them both to the same color. That'll let you control them remotely as if it were a normal sackboy.
Then you just put the grav in and that should work..

...and set one to 'transmitter' and another to 'receiver'

Also, power gloves could only be obtained from the tutorials by hearting the capture object tool before playing the tutorial. It was patch in 1.01.
2010-10-26 02:15:00

Author:
Incinerator22
Posts: 3251


There's another way to disable X for jumps. Use one controlinator set to transmit off the side, and on the sackbot put one controlinator set to receive but not override, and one to override but not receive. Then link the buttons you want to allow from the receiving controlinator's outputs to the overriding controlinator's inputs. And presto! Only connected buttons will work!2010-10-26 20:23:00

Author:
Rogar
Posts: 2284


There's another way to disable X for jumps.....

I was going crazy last week trying to figure out how to map R2 to be the grab function (R2 waves your arm around which specifically prevents you from grabbing). I figured it out yesterday and felt so dumb for not thinking of it earlier.
2010-10-27 05:30:00

Author:
Sehven
Posts: 2188


It's not that dumb, I didn't think of it myself either. 2010-10-27 09:58:00

Author:
Rogar
Posts: 2284


There's another way to disable X for jumps. Use one controlinator set to transmit off the side, and on the sackbot put one controlinator set to receive but not override, and one to override but not receive. Then link the buttons you want to allow from the receiving controlinator's outputs to the overriding controlinator's inputs. And presto! Only connected buttons will work!

And here tutorial for it:


http://www.youtube.com/watch?v=lQGsPZs35X4
2010-10-27 12:39:00

Author:
Shadowriver
Posts: 3991


Yeah - basically what he said! That's the way I used anyways.2010-10-27 15:05:00

Author:
standby250
Posts: 1113


I'm pretty sure the simplest way is to tweak the Sackbot Behaviour chip and disable the jumping ability.
It might not work though, have to try later.
2010-10-28 08:44:00

Author:
Unknown User


I'm pretty sure the simplest way is to tweak the Sackbot Behaviour chip and disable the jumping ability.
It might not work though, have to try later.

It doesn't. Preventing Switching layers does work, but preventing jumping doesn't
2010-10-28 10:16:00

Author:
rtm223
Posts: 6497


It doesn't. Preventing Switching layers does work, but preventing jumping doesn't

Corrected by teh rtm - win

uhm, back on topic.

Does it still fail if you set the behaviour chip to override the controlinator?
2010-10-28 11:22:00

Author:
Unknown User


Controlinator have top priority in applying inputs, even while record playback2010-10-28 14:08:00

Author:
Shadowriver
Posts: 3991


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