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Advanced Sackbot Logic Questions
Archive: 7 posts
So, long story short, I've got most of the logic mapped out for a level I'm making except for these things: 1. This one will hopefully be easy. How can I make sackbots immune to fire? 2. Is there a way to make sackbots grab onto something and stay there without requiring user input of R1? 3. I've hooked up a monster's kill-switch to a timer/counter, which is then hooked up to a grab switch (or a magnetic switch attached to a sackbot. The grab/magnetic (I'll use whichever works out better) starts the timer/counter to kill the monster. However, I'd like to make it where the more sackbots attached to the monster, the faster it dies. Is there a way to do this without having a very scripted fight? If there isn't really any way to do these things, ideas on similar scripted events would be appreciated. Thanks in advance. =) As a bonus, you get a cookie if you can guess what type of level I'm making. It should be pretty obvious. | 2011-01-24 06:44:00 Author: ZidaTheDark Posts: 4 |
1. Don't know. There was a tip in the load screen about this but it went away too fast to read it fully. 2. Put a controlinator on the sackbot's chip and wire a battery to the input of the R1 button. 3. IIRC you can set how many people are required, so place a switch requiring 1, a switch requiring 2, etc. up to the maximum amount of sackbots, and add those signals together. | 2011-01-24 13:36:00 Author: Rogar Posts: 2284 |
If you lethalise a sackbot they become immune to that lethal effect. It can be useful to have a hitbox following them that will allow you to detect (via impact sensors) when they are about to touch a hazard and lethalise them in advance, rather than having them always lethal. | 2011-01-24 13:41:00 Author: rtm223 Posts: 6497 |
So, long story short, I've got most of the logic mapped out for a level I'm making except for these things: 1. This one will hopefully be easy. How can I make sackbots immune to fire? Make the sackbots themselves on fire. 2. Is there a way to make sackbots grab onto something and stay there without requiring user input of R1? Set a tag sensor on the controlinator on the sackbot, and wire it to teh "R1" button, and set the tag in the area you want it to activate. 3. I've hooked up a monster's kill-switch to a timer/counter, which is then hooked up to a grab switch (or a magnetic switch attached to a sackbot. The grab/magnetic (I'll use whichever works out better) starts the timer/counter to kill the monster. However, I'd like to make it where the more sackbots attached to the monster, the faster it dies. Is there a way to do this without having a very scripted fight? You can set various AND switches connected to various grab switches in a chip, all connecting up in a piramid-scheme-like formation, attatched to a few counters, attatched to an "OR" switch, again connected to a last counter, which would be the boss' health. Its a little confusing, hopefully someone can explain it better or come up with an easier methog, I'm not that great at explaining logic. Hope that helps! (PS: Would it be a Patapon Level perhaps? Either that or Pickmin. ) | 2011-01-24 13:52:00 Author: Silverleon Posts: 6707 |
Thanks a ton, guys. You've helped out a lot. It was Pikmin, by the way. =) | 2011-01-24 16:53:00 Author: ZidaTheDark Posts: 4 |
It can be useful to have a hitbox following them that will allow you to detect (via impact sensors) when they are about to touch a hazard and lethalise them in advance, rather than having them always lethal. That's not necessary. In the beta, I rigged a bot to lethalize when he came in contact with any lethal material (marked by tags) and I used an impact switch on the bot set to include touching and detect the tag on the material. The switch triggers before the sackbot gets killed so he lethalizes and can land right on top of the lethal material. | 2011-01-24 19:45:00 Author: Sehven Posts: 2188 |
That's not necessary. In the beta, I rigged a bot to lethalize when he came in contact with any lethal material (marked by tags) and I used an impact switch on the bot set to include touching and detect the tag on the material. The switch triggers before the sackbot gets killed so he lethalizes and can land right on top of the lethal material. Ahh nice, at one point I don't think this worked for me - hence the hitbox. This makes life a hell of a lot easier and technically it should be more reliable as well | 2011-01-25 10:34:00 Author: rtm223 Posts: 6497 |
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