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Switching Sackbots

Archive: 5 posts


Hi Guys,

I'm trying to create a situation where you can swap back and forth between different sackbots at the touch of a button.

Can anyone think of a way to do this?

At the moment I've got two controllable sackbots but the only way to swap between them is to get out of the DCS and walk to the other DCS.

Suggestions please

UPDATE: I'm thinking of using a Direction Splitter to swap between two transmitting DCS on the chip for the DCS you sit in. But I don't have way to turn the DCS's on/off to swtich between them
2011-01-23 13:06:00

Author:
groble
Posts: 223


I'll try to summarize the main points about what you could do here but I'll be abe to go into more detail with pictures tonight if you still have questions.

I'd put a holo thin layer piece, set to invisible, with a circuit board and DCS on it both set to not visible in play. The DCS is set to enter automatically and I set it near the start gate. The DCS is in transmit mode. The circuit board has a gyroscope and follower against the tag 'Active'.

On each sackbot you want to control can put a DCS set to receive the transit signal and an 'Active' tag. From your floating, invisible DCS you put a selector and wire each output to one of the 'Active' tags on each sackbot and wire your button to the toggle, bottom, input of the selector. Now all 'Active' tags are off except one and you can toggle to the next with your button. The floating DCS will fly to be over whichever sackbot is active, set the follower and gyroscope to high values to make this work properly.

In each sackbot DCS put a player sensor with a low sense radius so that it is only active when the flying DCS is over it. Use the the output of the player sensor to an AND gate who's output is inverted and is wired to the 'Eject' input of the DCS on that sackbot. The second input to the AND gate should be the same output of the selector on the flying DCS that is activating the 'Active' tag on the sackbot.

Now when the player is over the sackbot and it is active the DCS is active and the player will control the sackbot based on whatever DCS scheme you set up. And if the player walks past one of the other sackbots then it will not start controlling the second due to that DCS being disabled.

Make sure that you set the sensor range on your tag sensor/follower pf the flying DCS large enough to cover the area you want the sackbots to occupy. I like using the flying invisible DCS as it kees the camera on each sacbot without usung the movie camera which means that I can use my own camera angls in the level if I want.

You can switch to different sacbot behavior that is set based on whether it is active or not or do a lot of other things. There is a lot of tweaking that can be done and I'm writing this up from memory so I may have made a simple mistake or called something incorrectly but this should help I hope until I can get to my PS3 tonight.
2011-01-23 16:39:00

Author:
Trindall
Posts: 297


Wow that looks like it just might work.

I'm having a bit of trouble wiring up the "active" Tag to the AND gate. I've got the player sensor on the sackbot DCS and the Tag on it's MC along with the AND gate, I've wired the player sensore up fine, but the Tag doesn't seem to have a selectable output, am I doing something wrong? have I missed a step.

I think I might have found a work around... hmmm

I just wired the selector output to the AND gate and it seems to work just fine

Trindall you are fantastic
2011-01-23 17:41:00

Author:
groble
Posts: 223


By "the Output of the Tag", I think it means Tag Sensor set to detect that Tag, but I may be wrong.2011-01-23 17:46:00

Author:
Super_Clone
Posts: 849


I'd have to look at what I put together but since I'm doing a little different implementation it may not relate to this.

EDIT: Using the output of the selector for that DCS is a much better way to do it than using a redundant tag sensor on each sacbot.

I'll edit my original reply to show this for others. Nice work.
2011-01-23 18:00:00

Author:
Trindall
Posts: 297


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