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How to Make a Top-Down Controllable Object (Car, Arrow, etc...)

Archive: 19 posts


Step 1: You need to create an object you want to control. For the sake of this demonstration, I chose an arrow. This will show you what the object is doing when I move it. But, when you do your object, be a little more creative; make a car, a boat, a plane, or a space ship.

Step 2: Place a Controllinator on your object. It doesn't matter where, but I like things to be centered. So make it centered. and orient it the way I did in the picture.

Step 3: Place an Advanced Mover pointed downward, a Joystick Rotator facing upward, an Anti-Gravity Tweaker facing downward, and a Tag of any color but make the label "Player".

Step 4: Attach the Left/Right output of the left analog stick to the Left/Right input of the Advanced Mover and the Joystick Rotator. Do the same for the Up/Down output of of the left analog stick; attach it to the Up/Down input of the Advanced Mover and the Joystick Rotator.

Step 5: Tweaking. No, not drugs. Tweak the Advanced Mover to be as fast as you want it with a relatively high acceleration. I chose a final speed of 35 with an acceleration of 90%; set it to what works for your level. Set your Joystick Rotator to turn as fast as you want with a relatively high acceleration. I chose a speed of 800 with an acceleration of 80%; again, make it work for your level. Set the Anti-Gravity Tweaker to 100 Anti-Gravity and 99 dampening.

STOP! Stop right now! If you want your driver to be visible then you're done. If you want just the object to show and you don't want a visible driver, continue with Step 6.

The idea for this is based on Bremnen's Sackbot follow cam.
Step 6: Set your Controllinator to "Remote Control: Receiver", set it to blue, and turn the Visibility off. Also if you want to use the square button, set "Disable Popit Controls" to YES!

Step 7: Make a thin Hologram square. Do it. Do it ftw. Now set the brightness to 0%.

Step 8: Put a Controllinator on the Hologram square, set it to "Remote Control: Transmitter" and set it to blue. If you want your player to automatically enter, set a relatively high trigger radius and set Automatically Enter to yes. Oh and set Visibility to NO.

Step 9: Put a follower on your new Controllinator (the transmitter one) and set the maximum speed to the highest it can go, allow it to move in and out, set it 100% acceleration, set the minimum detection range to 0, set the maximum detection range to whatever (greater than 20), make it follow a tag, and set the label to "Player". Whew!

Step 10: You need a way to exit the Controllinator. I hooked R2 to the input of the transmitter Controllinator, which will eject the player.

Here is a video demonstrating this process:

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

Your logic should look like this (WITHOUT THE ROCKET ROTATOR):

http://img833.imageshack.us/img833/6426/aphoto2l.jpg
http://img26.imageshack.us/img26/5009/aphoto1q.jpg

I didn't take pictures of the logic with the driver visible but you can see it in the video.


For added control and the ability to strafe, move the Joystick Rotator to the right analog stick. Your logic should look like this:
http://img155.imageshack.us/img155/1765/aphoto2y.jpg
2011-01-22 03:27:00

Author:
The-Unknown-Thief
Posts: 49


Thanks for this! I couldn't seem to figure out how to make a vehicle rotate with the Joystick/Rocket Rotator. It's much easier than I thought it was.2011-01-22 15:11:00

Author:
Oddmania
Posts: 1305


What does the rocket rotator do exactly, does it just make the vehicle turn faster? I never understood what it was supposed to do.....2011-01-22 16:42:00

Author:
Amigps
Posts: 564


The rocket rotator turn the object into the direction its moving. Strictly speaking it's not necessary if you also use a joystick rotator as well.2011-01-22 16:51:00

Author:
Syroc
Posts: 3193


Great video - really helped simplify the idea for me. Very appreciated.2011-01-22 17:58:00

Author:
CYMBOL
Posts: 1230


Very nice and simple. I made an advanced car with gears in the Beta and when I tried to transfer it to LBP2..I..broke it. Whoops.2011-01-22 20:05:00

Author:
Unknown User


So the rocket rotator in this case is not a necessary component?2011-01-23 01:18:00

Author:
KoingWolf
Posts: 386


So the rocket rotator in this case is not a necessary component?

Nope. It's not necessary at all, because you're making it do the same job as the Joystick Rotator.

Rocket rotators work best for when you don't want the player to have any control over the angle of the thing their moving. Such as for cars (because obviously cars don't have 360 movement when stopped). They're also good for, you guessed it, rockets. Because they give a very nice arc effect when one's fired.
2011-01-23 01:47:00

Author:
alexbull_uk
Posts: 1287


Nope. It's not necessary at all, because you're making it do the same job as the Joystick Rotator.

Rocket rotators work best for when you don't want the player to have any control over the angle of the thing their moving. Such as for cars (because obviously cars don't have 360 movement when stopped). They're also good for, you guessed it, rockets. Because they give a very nice arc effect when one's fired.

Alright, thank you and thank you again for the very detailed reply, made sense. And gave me ideas.
2011-01-23 02:02:00

Author:
KoingWolf
Posts: 386


I am very sorry for misleading everyone. I guess the reason I had the Rocket Rotator on there is because the turning speed is too slow. If you just increase the turning speed of the Joystick Rotator slightly, it performs the same task. Also for added control and the ability to strafe, move the Joystick Rotator to the right analog stick.

Your logic should now look like this:
http://img155.imageshack.us/img155/1765/aphoto2y.jpg
2011-01-23 07:51:00

Author:
The-Unknown-Thief
Posts: 49


Just wanted add a quick response to the Rocket Rotator question above - they're insanely useful if you're making a plane and want it to pull up/down realistically. Without one, pulling up and letting off the gas will leave you pointed up but falling, whereas adding a Rocket Rotator will cause the plane to fall back over as it starts moving.2011-01-23 17:32:00

Author:
Unknown User


What's the R2 switch connected to? Hard to tell in the pic.

Also, why put the gravity logic upside down? What effect does that provide versus right side up?

Thank you.
2011-01-23 18:43:00

Author:
CYMBOL
Posts: 1230


What's the R2 switch connected to? Hard to tell in the pic.

Also, why put the gravity logic upside down? What effect does that provide versus right side up?

Thank you.

The R2 button is connected to the input of the transmitting controllinator. We needed a way to eject the player. My example was R2 but realistically you could do more complex things like switches.

Also, the reason why the gravity logic is upside-down is because I had bad luck in the beta getting them to work properly if the controllinator was oriented a certain way. I guess they fixed it but I've gotten used to it. It doesn't matter but who doesn't like upside-down apples?
2011-01-23 19:09:00

Author:
The-Unknown-Thief
Posts: 49


Does it have anything to see if you dont rotate the logic. He have rotated much up down and all.2011-01-25 07:11:00

Author:
Masterno
Posts: 11


Step 3: Place an Advanced Mover pointed downward, a Joystick Rotator facing upward, an Anti-Gravity Tweaker facing downward, and a Tag of any color but make the label "Player".

What effect does the direction of the chip have?
2011-01-25 14:48:00

Author:
MrFunctionality
Posts: 637


Just a suggestion. Not mandatory, but could be helpful.

Before building all that logic, slap a microchip down first and build it on that.

Why?

Because you can now copy that chip to a piece of white matter (or whatever) and save it as an object. Now the next time you make one of these you can just pull out the chip, slap it on the DCS and connect the wires.
2011-01-25 16:11:00

Author:
Biv
Posts: 734


What effect does the direction of the chip have?

I don't know if the same thing applies to the mover, but if you put the Joystick Rotator facing Down on the DCS, the controls will be flipped
(i.e. Up will move down, left will move right.)
2011-01-25 16:33:00

Author:
jEpiik
Posts: 81


I`m trying to figure out how to apply a bumping effect and a boost to such an top-down object (like those bird-cars do in one of MM`s Versus-levels).
The anti gravity seems to prevent both effects.
2011-01-25 18:48:00

Author:
Unknown User


I was making a vehicle with a rotating outer ring controlled by the right thumbstick (perfect for the joystick rotator) but I found that objects that use the joystick rotator do not actually have any kind of 'damping' which means it's possible to throw an object into a spin when the inputs are zeroed (not pushing in any direction). I was able to build my own rotation damper using a logical 'nor' gate hooked up to a simple 'rotator' set to speed '0'

All you have to do is pass the outputs of both up/down and left right through an 'or' gate, flip the gate to 'nor' and pass that output to the rotator. That way, when the joystick is centered, it triggers the normal rotator to lock the rotation speed down to '0' which will stabilize the rotation at the angle you left it when you let go of the control.

(These outputs are in additon to the usual links from the control stick to joystick rotator.)
2011-01-25 18:51:00

Author:
Vandalite
Posts: 20


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