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Sackbots and cinematic camera
Archive: 7 posts
Right, so I'm trying to figure out how to make a sackbot play his recorded act when a player comes within range of a Player Sensor, however; I've tried to connect the Sensor to the sackbot's Behavior chip but he still acts his play out when I unpause. How do I make this uncooperative sackbot do as I want it to? I'm also curious as to how I get a cinematic camera to also display text like a subtitle, as I've seen in the story campaign. I only want the cinematic camera to be short, like a cutscene before the game goes on as usual. | 2011-01-21 01:06:00 Author: Archideas Posts: 88 |
Sackboy behavior chips differ from other gadgets in that they stay turned on even when their input signal is turned off. If you want your recorded behavior to return to idle after the player leaves, then you should add a NOT gate to the sackbots microchip. Connect another output wire from the Player Sensor to the NOT gate input, and connect the NOT gate output to the original behavior chip. | 2011-01-21 04:31:00 Author: RoharDragontamer Posts: 397 |
Awesome, thanks! I do have the remaining subtitle issue and another problem that popped up. How do I make a door switch from the front to the middle when a Player Sensor notices a sackboy? This is most likely a really simple issue but I'm having a total deadstop on this one. | 2011-01-21 17:35:00 Author: Archideas Posts: 88 |
Actually, adding a NOT gate to the microchip doesn't make it stand idle until the player reaches the Sensor. :/ Oh and this post also serves as a bump, I guess. | 2011-01-22 19:43:00 Author: Archideas Posts: 88 |
It's easy, use a selector for mutiple sackbot AIs. Set the default one to idle, and have it as output 1 of the selector, and hook a battery to input 1. This will make your bot idle as long as the input is off. And as for the subtitles, just use a magic mouth set to "subtitles on" and have it play when a movie cam is playing, should work fine. And as for the door, just stick an in/out mover on it set to activate when player is in range, and go forward again when the player leaves if you wish. | 2011-08-10 03:12:00 Author: sp0ngyraver Posts: 407 |
^^yeah, to have the behavior switch off you need more than one chip. Your idea would work with an idle chip and a NOT gate. This is also a really good way to have multipul actions queued up... Because you can record in sections, meaning you can change any action without messing up anything else. | 2011-08-10 08:05:00 Author: Mr_Fusion Posts: 1799 |
I forgot to mention that after you hook up that idle AI you can use as many other AIs as you need. I do a lot of sackbot acting and this method makes it very easy to emit sackbots and control them using the sequencer with no problem. | 2011-08-10 11:19:00 Author: sp0ngyraver Posts: 407 |
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