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Controlinator Sackbots when killed...

Archive: 30 posts


I'm a bit confused. I have been watching many videos of the beta, and I am still trying to figure out what happens when a sackbot that's being remotely controlled by a controlinator dies. I'd like to think that it spawns the player a new sackbot, but this obviously makes no sense.

So, what happens when a remote control sackbot dies? Can you get the sackbot back somehow, and take control of it?

Additionally, I would also like to know if the camera pans to the player in the controlinator when the remote control sackbot is killed.
2010-11-05 01:31:00

Author:
TheLawnStink
Posts: 98


Im not sure about the camera but i believe you need to hook up the controlinator (ugh i cant get used to that) to an emitter so you can emit a new sackbot.2010-11-05 02:13:00

Author:
TheAffected
Posts: 626


the camera does go back to the player after the sackbot is killed, unless you emit another one straight away

an easy way to do this is to emit the original sackbot when the player enters the DCS, this is also a good easy way to control how many "lives" you get, by selecting max emitted to however lives you want ,putting max at once on one and delete "oldest to make room" on no means that you for example have four realistic looking deaths befor game over

EDIT: i think you could probably set up a counter to end the game when the sackbots run out aswell but you might need a lot of tag sensors on all the hazards to detect when a sackbot dies
2010-11-05 02:21:00

Author:
Skalio-
Posts: 920


1. Have a some tag on sackbot
2. Place inverted tag sensors with lot of range that detect mentioned above tag
3. Plug that sensor to emitter, with 1 at onces limit, that emits sackbot

We can add inverted counter and AND gate it, counter also to NOT gate plugged to end game switch and we got lives ;]
2010-11-05 05:20:00

Author:
Shadowriver
Posts: 3991


1. Have a some tag on sackbot
2. Place inverted tag sensors with lot of range that detect mentioned above tag
3. Plug that sensor to emitter, with 1 at onces limit, that emits sackbot

We can add inverted counter and AND gate it, counter also to NOT gate plugged to end game switch and we got lives ;]

Well there you go...

Is there anything you can't answer Shadowriver?
2010-11-05 05:25:00

Author:
TheAffected
Posts: 626


I devised a system for this some weeks ago, but I've forgotten the exact logics now. As far as I recall it involved using an emitter on hologram material to track the sackbot (with a follower tool), and used an inverted tag sensor to emit a new bot where the previous one had died. Using remote transmission and with the right camera settings, the player can automatically take control of the new sackbot.

Something like that anyhow.
2010-11-05 13:40:00

Author:
Ungreth
Posts: 2130


1. Have a some tag on sackbot
2. Place inverted tag sensors with lot of range that detect mentioned above tag
3. Plug that sensor to emitter, with 1 at onces limit, that emits sackbot

This is useful if you do need to count the number of deaths, but the game has a built in method to detect when an emitted object is destroyed It's easier to just set the emitter to max at once 1 and to not destroy old emitted objects when max is reached.
2010-11-05 14:24:00

Author:
rtm223
Posts: 6497


@Ungreth it's exacly the same system what i said above without that follower part, but why follow sackbot? if sackbot gonna be killed above hazard new one will be emitted there to and make kill loop, checkpoint system would be nicer


This is useful if you do need to count the number of deaths, but the game has a built in method to detect when an emitted object is destroyed It's easier to just set the emitter to max at once 1 and to not destroy old emitted objects when max is reached.

Well Skalio- said the same, so i placed althernative method that is easier to control this system
2010-11-05 14:31:00

Author:
Shadowriver
Posts: 3991


1. Have a some tag on sackbot
2. Place inverted tag sensors with lot of range that detect mentioned above tag
3. Plug that sensor to emitter, with 1 at onces limit, that emits sackbot

We can add inverted counter and AND gate it, counter also to NOT gate plugged to end game switch and we got lives ;]

Isn't that an extra step?

1. Have an emitter set to "emit one at once"
2. Um...That's it.
2010-11-05 16:01:00

Author:
Biv
Posts: 734


Did i said that my way is simplest way or something? Its just easier to control this way,-skolio bring life system to topic so i throw this

hmmm inverted counter would eliminate AND gate
2010-11-05 16:43:00

Author:
Shadowriver
Posts: 3991


I was just asking. 2010-11-06 00:08:00

Author:
Biv
Posts: 734


Oh XD Well you right if you want to have infinite lifes repawn at one point.2010-11-06 00:51:00

Author:
Shadowriver
Posts: 3991


Oh XD Well you right if you want to have infinite lifes repawn at one point.

Yeah, you'd need sensors to change the spawn point.

I have so much logic in my head I want to play with. So frustrating.

Two months...just two months...
2010-11-06 01:39:00

Author:
Biv
Posts: 734


i cant wait any longer, jan so far yet so close, its teasing me with the awsomeness that awaits 2010-11-17 00:15:00

Author:
artise
Posts: 353


What I have done to overcome the problem with the radii of the inverted tag sensors is to only have a single inverted tag sensor on the checkpoint, and capture an extra piece of invisible holo wit the sackbot (the holo has a chip on it with the sackbot tag and a not gate wired to a destroyer [a battery on the bot wires into the not gate]).
That way when I emit the bot, it leaves its associated key behind on the checkpoint. When it dies, the signal from the battery to the not gate cuts out thus destroying the key. This triggers the emitter to spawn a new bot and key.

Effectively it's an infinite radius version of what many have described above.
2010-11-17 08:39:00

Author:
croissantbuncake
Posts: 572


@croissantbuncake, whats the point of overcomeing radius? then set tag sensor to large huge radius you know to have whole level range2010-11-17 11:11:00

Author:
Shadowriver
Posts: 3991


Does 5000 radius actually cover the entire level - I've not bothered to check yet.

TBH, I don't know why we don't have an infinite radius option on tag and player sensors - it just makes sense to implement that feature, for all kinds of reasons.
2010-11-17 13:52:00

Author:
rtm223
Posts: 6497


I think that too, as a option to lower then 0, like hold time in cinematic camera2010-11-17 15:49:00

Author:
Shadowriver
Posts: 3991


Yeah exactly, it has it for the SackBot's, why not everything else? IDK, but really the whole tag sensor stuff get's me a Lil' Confuzzled...2010-11-17 15:51:00

Author:
DaSackBoy
Posts: 606


@Shadowriver: True, I suppose it prevents having to wire multiple sensors up across the levelscape. Though I have yet to see how the method I mentioned would work with multiple sacks and checkpoints, in hindsight, I may just be over complicating!! 2010-11-17 23:31:00

Author:
croissantbuncake
Posts: 572


@Shadowriver: True, I suppose it prevents having to wire multiple sensors up across the levelscape. Though I have yet to see how the method I mentioned would work with multiple sacks and checkpoints, in hindsight, I may just be over complicating!!

Advantures of the Togglebot is best example of custom checkpoint system:

http://www.youtube.com/watch?v=qC1miQQlh1U

And i don't think it's complicated compared to what i usually doing just tag sensor to detect sackbot, tag to send signal to reset any other checkpoints so they will be disabled, set-reset inverted tag sensor to detect death and emitter. Hmmmm... maybe i will do tutorial on that
2010-11-18 13:18:00

Author:
Shadowriver
Posts: 3991


There is a way ive worked out with followers, its very simple, but requires that there is no death limit so unless you have a problem with spawning unlimited bots in your level this is how i would do it:

1: Make a pice of hologram invisible. Place a circuitboard on it
2: On the circuitoard place an emitter set to unlimited emits but only one emmitted at once, and not delete oldest to make room
3: also on the circuitboard place a selector with however many outputs as there are going to be checkpoints
4: when you get to an area you want to place a checkpoint put a tag somewhere nearby (i would also name the tag something like "checkpoint"
5: set each tag to be activated by one of the selector outputs, and place a tag sensor next to each tag to detect when the sackbot is near, then wire each tag sensor into the selector input relevant to the tag you want to turn on.
6: Now on the original circuitboard place a follower set to follow the tags named "checkpoint" and put the radius to 5000 and speed to 100, strength to 100 and such.

Now hopefully whenever the sackbot goes past one of these checkpoints he will change which tag is active, and in doing so will attract the emitter holo to wherever you want the checkpoint to be. As long as the emitter settings are correct your sackbot should respawn fairly quickly after death.

Also this technique is movie camera friendly and atm is untested when using follower system
2010-11-18 15:39:00

Author:
Skalio-
Posts: 920


I have something similar, but it works without wiring to the hologram follower. Each checkpoint has a tag on it, labeled checkpoint, which is switched on when the player gets to it. However, this tag is switched off when another tag labelled checkpoint is switched on. When a new checkpoint is activated, it naturally disables the previous one. This makes your checkpoints completely modular - you place down a new checkpoint and it just works works, without any wiring. Id does have a minor issue if 2 sackbots activate two separate checkpoints in exactly the same system clock cycle (i.e. within the same 0.033s window).


It can be extended for multiple lives at each checkpoint as well, in various ways, depending on exactly what your set up is.
2010-11-18 15:48:00

Author:
rtm223
Posts: 6497


Ah that sounds a little better than my technique, although i think for yours dont you need some way of detecting when the sackbot dies? im lazy so i tend to just let the emitter do everything for me2010-11-18 16:00:00

Author:
Skalio-
Posts: 920


Same thing, emitter is in the holo-follower and you use the "don't destroy oldest" setting 2010-11-18 16:01:00

Author:
rtm223
Posts: 6497


What camera settings do you have to use to make this system multiplayer friendly? If player 2 respawns away from player 1, does he simply die again? Does it matter if you're online or offline?2010-11-20 00:05:00

Author:
Sickivionkey
Posts: 70


If you want multiple spawm points in a level, just use a selector with all checkpoint emitters.2010-11-20 14:41:00

Author:
Sack-Jake
Posts: 1153


I published a copyable level of an (unlimited lives) sackbot respawn system , but this one doesnt yet have a multiplayer differentiating thingy setup but i am making one riiiiight now!2010-11-20 16:36:00

Author:
Skalio-
Posts: 920


If you want multiple spawm points in a level, just use a selector with all checkpoint emitters.

Isn't randomizer will be better for this job?


What camera settings do you have to use to make this system multiplayer friendly? If player 2 respawns away from player 1, does he simply die again? Does it matter if you're online or offline?

There many ways, most easiest is making controlinator with sackboys follow there sackbots and hide them in some layer of material

But i really, really recommend to firstly think if you really need a sackbot for this job, since not everything is impossible with sackboys as you may think it is
2010-11-21 13:28:00

Author:
Shadowriver
Posts: 3991


really recommend to firstly think if you really need a sackbot for this job, since not everything is impossible with sackboys as you may think it is

Agreed, jump_button made a kool level using a follower with emitters and wireless DCS which responds to sackboy, it was the first level i saw that used it in this way (to emit Grabinators, Creatinators and other powerups) and for a while had me stumped, but now i realise that for powerups you dont have to use sackbots, and the respawn system will be much easier since it is something weve had since LBP1
2010-11-22 17:14:00

Author:
Skalio-
Posts: 920


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