Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Suggestions
#1

How do sackbots drive cars? plz help

Archive: 14 posts


Hey every1. I got lbp 2 beta and I have no clue how I got the beta lol. But Ive been amazed by the game. I love the sackbots and the contorinator (sorry about the spelling). Im trying to make a up down car race, and u can have sackbots race against u. How do u make sackbots drive cars? plz try to make your answer sample. Im confused..2010-11-05 06:29:00

Author:
Unknown User


Get a Behavior Chip from the Tools section of your popit and place it on the Sackbot's microchip.
Go to the 'Behavior' section of tweak menu.
Scroll left until you see 'Act'.
Press 'Record', and you will be in control of the Sackbots actions.
Act out him driving the course, then press O to stop the recording.
Then you wire a switch to that behavior chip, and when the switch is activated, the Sackbot will start the recording - He'll be doing what you just acted out. Hope that helps.
2010-11-05 07:40:00

Author:
TheZimInvader
Posts: 3149


I'm having trouble making a sackbot in a DCS follow me up and down, it doesn't seem to work, they only like to follow left and right.2010-11-05 10:43:00

Author:
smerf1
Posts: 108


Thank you! u guys r awesome! well im gonna try that. again ty.2010-11-05 15:25:00

Author:
Unknown User


I'm having trouble making a sackbot in a DCS follow me up and down, it doesn't seem to work, they only like to follow left and right.

It depends on the situation. What is the Sackbot controlling?
2010-11-05 15:59:00

Author:
TheZimInvader
Posts: 3149


Sadly the "record your opponents' path solution is quite unreliable in terms of reliability () and believability. It would take some logix to make it more "adaptive" to the players' own racing, but I think you should start simple

[/wet blanket]
2010-11-05 18:44:00

Author:
Unknown User


It depends on the situation. What is the Sackbot controlling?

Just a block of wood.
2010-11-06 12:57:00

Author:
smerf1
Posts: 108


Making proper AI racing would be quite difficult, but probably doable. You need to set up waypoints in the level that the SackBot tries to drive towards. There must be no obstructions between waypoints.

How you achieve the Sackbotmoving towards a waypoint is then up to you. The first solution that came to my mind was to make the checkpoints have two tags, <LEFT SIDE> and <RIGHT SIDE>. Then have each car have two tag sensors, <LEFT SIDE> tag sensor would have infinite range, arc of 180 and the arc would cover the whole left side of the vehicle. Same for <RIGHT SIDE> tag sensor and the right side. Now, if only the <LEFT SIDE> tag sensor is active, it means that the Sackbot should turn a bit to the left until both tags are active. This would make it turn so that it faces towards the checkpoint.

That's would be the very basic of AI behavior. Then you could have the sides of the track and other cars have some additional turning / braking tags, so that the AIs will avoid hitting other cars and going off track.
2010-11-06 14:09:00

Author:
Linque
Posts: 607


hmm that seems another good idea Linque but im not very sure on how to make them follow waypoints... But ill play around 4 a little bit. and my lvl won't b ready any time soon. i never done this so it will take me a while.. and also i have a real complex lvl in my mind and i dont know if it all will work out. but it doesn't hurt to try and build it.2010-11-07 01:28:00

Author:
Unknown User


The way to make them follow the waypoints is destroy a waypoint when they reach it and emit the next one at the same time, so that only one waypoint exists at a time. You have to make a separate set for each AI player though.2010-11-07 08:24:00

Author:
Linque
Posts: 607


ask asbestos and o-k-i-n-g-0 about how they made AI for their racing level, the sackbots rarely crash and manage a tricky track very well2010-11-07 13:08:00

Author:
Skalio-
Posts: 920


Boom (https://lbpcentral.lbp-hub.com/index.php?t=39369-How-to-make-objects-follow-waypoints&p=676785#post676785), and it is done 2010-11-07 16:05:00

Author:
Asbestos101
Posts: 1114


I'm not exatcly sure of the doohickeys of the beta, but how accurate is a 'follower' mover. Can you tweak how tight it is? Because if so you can act a hologram to move around the course and get the AI to follow the hologram. You could also put sensors on obsticals and maybe using a similar function to the left right theory above have two magnetic switches (Or tags as I think they're called now) and whichever one sensors you turn the car until it cannot sense it anymore and then it goes back to following the mover. I may be wrong- but would this theory work?2010-11-07 18:00:00

Author:
I_PUNT_KNOMES
Posts: 42


I'm not exatcly sure of the doohickeys of the beta, but how accurate is a 'follower' mover. Can you tweak how tight it is? Because if so you can act a hologram to move around the course and get the AI to follow the hologram. You could also put sensors on obsticals and maybe using a similar function to the left right theory above have two magnetic switches (Or tags as I think they're called now) and whichever one sensors you turn the car until it cannot sense it anymore and then it goes back to following the mover. I may be wrong- but would this theory work?

Well, the follower is pretty accurate, lots of things to tweak to get it to work exactly how you want (min max rangers etc) but we didn't use a follower.

We used a 'look at' which points the car towards the next key, and a mover with 'local' turned on, so it'll always push the car forwards relative to the direction it's facing.
2010-11-07 18:49:00

Author:
Asbestos101
Posts: 1114


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.