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Sackbot help

Archive: 18 posts


Hi again. Im making a level where you control a sackbot, and I recently saw level (the one with the double jumping, flying sackbot) in which the player could "go inside" the sackbot and if it died, it would respawn. Anyone know how to fix this?2011-01-20 21:47:00

Author:
Peanut_94
Posts: 15


yeah I played that level im pretty sure its a direct control seat and the sackboys in the background behind the wall its not that hard really anyone can do it. I don't see how its got 5k+ plays.2011-01-20 21:55:00

Author:
jonlolz
Posts: 155


How to fix what exactly? Do you mean how to respawn the sackbot?

Create your sackbot with the controlinator seat and a labeled tag.
Place a piece of hologram material and attach an emitter, a follower, a tag sensor. Set the follower to follow the labeled tag. Set the tag sensor to invert and hook it up to the emitter. Have the emitter emit your sackbot (be sure that it emits at a level slightly above the floor). Each time the sackbot dies it will be re-emitted.
2011-01-20 21:56:00

Author:
RoharDragontamer
Posts: 397


Ok... If he was behind the wall, then can someone tell me how I can make my Sackperson respawn along with the Sackbot when the latter dies? Thanks for the help.2011-01-20 22:01:00

Author:
Peanut_94
Posts: 15


If you put a DCS on a Holo set to follow a Tag in the Sackbot, make the DCS invisible, set the holo brightness to 0% and use the respawn system detailed above, that should do what you want. 2011-01-20 22:25:00

Author:
Bremnen
Posts: 1800


Excuse my noobishness, but what is a DCS? xP2011-01-20 22:34:00

Author:
Peanut_94
Posts: 15


DCS = direct control seat. The original term for the controlinator.2011-01-20 23:36:00

Author:
RoharDragontamer
Posts: 397


Done... But now TWO Sackbots spawn at the start of the level -__-2011-01-21 01:08:00

Author:
Peanut_94
Posts: 15


How to fix what exactly? Do you mean how to respawn the sackbot?

Create your sackbot with the controlinator seat and a labeled tag.
Place a piece of hologram material and attach an emitter, a follower, a tag sensor. Set the follower to follow the labeled tag. Set the tag sensor to invert and hook it up to the emitter. Have the emitter emit your sackbot (be sure that it emits at a level slightly above the floor). Each time the sackbot dies it will be re-emitted.


If you put a DCS on a Holo set to follow a Tag in the Sackbot, make the DCS invisible, set the holo brightness to 0% and use the respawn system detailed above, that should do what you want.

I'm going to combine and modify these

Create your sackbot with the controlinator seat and a labeled tag.
Place a piece of hologram material and attach an emitter, a follower, a tag sensor. Set the follower to follow the labeled tag. Set the tag sensor to invert and hook it up to the emitter. Have the emitter emit your sackbot (be sure that it emits at a level slightly above the floor). put a DCS on the Holo that forces you in and have the holo set to follow a Tag in the Sackbot, make the DCS invisible, set the holo brightness to 0% .

Add a tag switch, also linked to the tag on the sackbot and invert it. Hook to a half second timer. Hook the timer to a danger switch set to electrify.

Now Collect the whole shebang to add it to your objects.

Add a player sensor to all your checkpoints as well as a tag sensor. Yes, the tag sensor matches the one on your sackbot. Invert it. Wire both to an AND switch.

Connect the and switch to an emitter that emits the holo mess above. Have it set so only one can emit at a time.

Now you spawn, the holo spawns at the same time you go into the chair and the bot is emitted. when the bot dies, the tag is broken, the holo electrifies and you die too. The process starts over.

The reverse tag on the AND connect to the spawn emitter means no other bots will emit as long as one is there.

Hope this helps.



Put
2011-01-21 01:39:00

Author:
Biv
Posts: 734


The sackbot respawns, but in the entrance. Another thing I noticed is that the holo electrified whenever I moved away from its radius and my sackboy didn't die.
EDIT: If someone wants to check if something's wrong, my PSN's Peanut_94. Hit me up and tell me youre from here and I'll show you my WIP so you can help.
2011-01-21 18:36:00

Author:
Peanut_94
Posts: 15


Excuse me for Double Posting, but my topic is almost on the next page, and I really need the help.2011-01-21 21:20:00

Author:
Peanut_94
Posts: 15


Use the following hologram method, but ensure the emitter that respawns your sackbot is set to Max Emitted at Once = 1. That will stop multiple sackbots from spawning. Make sure the emitter's Input Action = Emit Once.

Lethalising the material a controlinator is stuck on will not kill the sackboy inside it. To kill the sackboy, you must destroy the controlinator's material with a Destroyer.
2011-01-21 22:42:00

Author:
Holguin86
Posts: 875


Okay, I did this and now, when I get out of the Tag Sensor's radius, my controller shakes and I suddenly lose control of my sackbot (but the camera still focuses on him). It's obvious my sackboy dies, but he doesn't respawn at the checkpoint, even after following Putt's instructions.2011-01-21 23:02:00

Author:
Peanut_94
Posts: 15


The sackboy doesn't respawn because the camera is focusing on the sackbot and can't move back to the checkpoint. Place the camera on the controlinator's circuit board instead, then when the controlinator is destroyed, so is the camera, which is then free to move back to the checkpoint to allow the sackboy to respawn.2011-01-21 23:05:00

Author:
Holguin86
Posts: 875


Ok, this is new... All of the sudden when I start the level my sackboy won't go in the controllinator. And yes it's set to force in and I can't do it manually either.2011-01-21 23:20:00

Author:
Peanut_94
Posts: 15


The controlinator will only suck your sackperson in once, and they have to be within its trigger radius. You may have gotten sucked into your controlinator before switching to play mode, in which case it may not suck you in during play mode. Try replacing the controlinator with a new one, and make sure its trigger radius covers the entrance.2011-01-21 23:24:00

Author:
Holguin86
Posts: 875


Nope. I replaced it and it still won't let me in. The trigger radius is fine, it only stopped working after I put on the camera thing. Took it out and still, nothing.2011-01-21 23:53:00

Author:
Peanut_94
Posts: 15


[Edit] removed initial dumb question, posting a more concise explaination.

So, after reading through the answers on this thread a bit, I decided that this needs a more clear set of instrucitons.

To do this, you need 3 pieces
1) A Sackbot
2) A Hologram that follows Sackbot
3) An emitter that emits the Sackbot/Hologram combo

Making the Sackbot
1) Make a Sackbot
2) Place a Controllinator on his Circuit Board
3) Set the Control Type to 'Receiver' and Choose a Color
4) Place a Tag on the Circuit Board . Give it a color and Label it 'bot'

Making the Hologram
1) Create a Thin Hologram (2 Big Squares worked for me)
2) Set the Brightness to 0% to make it invisible
3) Place a Controllinator on the Hologram, make it Invisible in Play Mode, and Auto-Enter
4) Set the Control Type to 'Transmitter' and choose the same color that you did for Sackbot
5) Place a Circuit Board on the Hologram
6) Place a Follower on the Circuit Board
7) Set the following values on the follower:
Max Speed : 100
Strength : 100%
Min Trigger : 0
Max Trigger: ~20 or so
Follow Tag : true, set to the same color as your Sackbot, and the label 'bot'
8) Add a Tag Sensor to the Circuit Board
9) Invert the Tag Sensor (this will allow you to detect the absence of your Sackbot)
10) Add a Destroyer to the Circuit Board
11) Connect the inverted Tag Sensor to the Destroyer - this will cause the hologram to 'die' when Sackbot dies... killing Sackboy as well

Making the Checkpoint Switch
1) Add a Circuit Board to a Checkpoint
2) Add a Tag Switch
3) Set it to the same color and label as your bot
4) Invert it to detect the absense of sackbot
5) Add a player switch
6) Connect both switches to an AND gate
7) Connect the output of the AND gate to an emitter
8) Have the emitter emit a Sackbot / Hologram combo
9) Set the emitter properties for infinite lifetime, max emitted at once = 1

The cicruit that you just created can easily be copied to all checkpoints now.

A few debugging tips:
I needed to make the radius of my player sensor on the checkpoints a little smaller, otherwise the occasional sackbot would come out.

Keep your original sackbot / hologram handy off on the side somewhere (locked in some dark matter) so you can change them. Changes to the originals will change the ones that are emitted.

If your checkpoints don't register, try lowering the controllinator on the hologram toward the ground a bit.
2011-01-23 02:46:00

Author:
Unknown User


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