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HOW TO: Make an object controlled with a controlinater jump

Archive: 12 posts


After a couple of hours I figured it out, I'm sure people have better ways but I thought i'd share this since I have been wracking my brains for so long:


1) Used a mover and changed the up/down thing to 1 (for testing purposes)
2) Placed a timer and set the target time to 0.1s and current time to 0.0s (For testing purposes)
3)Connected the Reset on the timer to X.
4) Connected the output on the timer to the mover
5) Go to the timer and INVERSE the output.

Tada, you should be able to jump!
2011-01-24 09:50:00

Author:
heyhellowhatsnew
Posts: 3


Doesn't that allow for infinite jumps tho?
(Being able to jump infinitely w/out having to touch the ground.)
2011-01-24 11:23:00

Author:
Silverleon
Posts: 6707


Doesn't that allow for infinite jumps tho?
(Being able to jump infinitely w/out having to touch the ground.)

It does. I'm making a hopping minecart, and initially tried to use a mover to make it jump. In order to get the jumping logic right, I copied the Robobun's jumping, disconnected the logic for its head tilt, and started messing around with the timers. (I've found the vehicle prizes invaluable, whether it is to take a look at what MM did for their logic, or to straight-out copy their microchips and tweak to my needs. I'm no programmer, so fashioning logic from scratch isn't in my near future. I'm learning pretty quickly, though . . .)

Anyway, if you tweak the timers so they are too short, then you keep on jumping in the air over and over again forever. You can make the timers longer, so that the logic ignores your button presses, of course, but you run into problems because it's entirely dependent on time, and not when you are physically in contact with the ground. Which means you can hit the ground and have a split second before you are able to jump again, which would make for really frustrating gameplay. Of course, jumping off a ledge would mean you could jump while still in the air again, and not when you were on the ground from the longer drop . . .

I guess one thing you could do is hook up an impact sensor to a bottom piece of your jumping thingy so that it toggles the ability to jump once you hit the ground. You'd have to make sure it didn't bump the sides of a wall, say, in mid air.

I found the best thing to do was use physical means of propulsion: for my minecart, a piston set. Robobun uses wobble bolts on its feet, has the gravity tweaked all over, and uses gyroscope tilts to maneuver in the air.
2011-01-24 15:55:00

Author:
Bercilak
Posts: 117


It does. I'm making a hopping minecart, and initially tried to use a mover to make it jump. In order to get the jumping logic right, I copied the Robobun's jumping, disconnected the logic for its head tilt, and started messing around with the timers. (I've found the vehicle prizes invaluable, whether it is to take a look at what MM did for their logic, or to straight-out copy their microchips and tweak to my needs. I'm no programmer, so fashioning logic from scratch isn't in my near future. I'm learning pretty quickly, though . . .)

Anyway, if you tweak the timers so they are too short, then you keep on jumping in the air over and over again forever. You can make the timers longer, so that the logic ignores your button presses, of course, but you run into problems because it's entirely dependent on time, and not when you are physically in contact with the ground. Which means you can hit the ground and have a split second before you are able to jump again, which would make for really frustrating gameplay. Of course, jumping off a ledge would mean you could jump while still in the air again, and not when you were on the ground from the longer drop . . .

I guess one thing you could do is hook up an impact sensor to a bottom piece of your jumping thingy so that it toggles the ability to jump once you hit the ground. You'd have to make sure it didn't bump the sides of a wall, say, in mid air.

I found the best thing to do was use physical means of propulsion: for my minecart, a piston set. Robobun uses wobble bolts on its feet, has the gravity tweaked all over, and uses gyroscope tilts to maneuver in the air.

How do you find out how MM did their creations like Robobun?
2011-01-24 21:40:00

Author:
heyhellowhatsnew
Posts: 3


How do you find out how MM did their creations like Robobun?

Hey;

Have you gone through story mode to receive their vehicles as prizes yet? I have Robobun and the two Bee vehicles. Don't have the Camel (at least, I don't think I have it. . .) Once you get them, plop 'em into a level in creator mode and start looking at how they're put together. You can open up their microchips to see how they're wired. You can also copy and paste their microchips into your own stuff, too.
2011-01-24 22:53:00

Author:
Bercilak
Posts: 117


Hey;

Have you gone through story mode to receive their vehicles as prizes yet? I have Robobun and the two Bee vehicles. Don't have the Camel (at least, I don't think I have it. . .) Once you get them, plop 'em into a level in creator mode and start looking at how they're put together. You can open up their microchips to see how they're wired. You can also copy and paste their microchips into your own stuff, too.

I've beaten the story mode but I haven't received their vehicles as prizes yet :/ I'm replaying them now to find them.
2011-01-24 23:42:00

Author:
heyhellowhatsnew
Posts: 3


I need to know this for a mini game single-player thanks. Edit but if u keep pressing X then ull float and levitate.2011-01-28 19:04:00

Author:
lurkochan
Posts: 36


Trying to make a rideable animal that can jump, original idea I know. Anyway I have impact sensors stuck to the feet connected to an 'or' gate and an inverted 'or' gate so the animal would move differently when in the air or on ground. The ground sensor also is connected to one port of an 'and' gate. The other port is connected to the the x button so it takes the x button AND the ground logic to initiate my messed up jump logic.

It will jump and come down... Just not all the way to the ground. There is no antigravity on it whatsoever. My jump logic is almost like that of the robobun in that it activates a counter set to 1 and then timers on movers. The impact sensors won't turn off sometimes and the thing always thinks it is on the ground i need help.
2011-01-29 16:29:00

Author:
Ace29
Posts: 132


I think you should simplify a bit. I just managed to tweak my minecart so that it uses a mover to jump instead of pistons, with impact sensors on the wheels. I have it set up like Robobun, with the X button hooked into a counter set to count 1, which fires a timer set at 0.1. That goes into the mover with an up value of 4.0 or so (it's just a little hop). Make sure you set the acceleration to 100%, or your object won't really go anywhere. Set the deceleration to 0%, or the up value will override any other directions the vehicle is going.

Now take your impact sensors on the feet and make sure that the first three options are X'd out, otherwise they will signal whenever the stuff attached to the feet hit, too. Also, make sure that the feet are not anywhere even close to a part of the vehicle that they might touch. (My minecart has wheels on the thin plane at the front, right under the front panel. They were really close, but not technically touching, since the wheels still rolled. When the thing hopped, though, I guess there was the tiniest impact, since it would mess up the sensors in mid air.)

Hook the impact sensors into an OR gate. Now take the output from the OR gate and put it into the reset port at the bottom of the counter. This will make it so that you can jump again after the feet hit the ground.

You might want to use a gyroscope so that the feet are going to stay pointed downward. If you turn down the speed as well as the strength, say 200 and 30-40% respectively, the thing will right itself in mid air but still tilt on a curved surface. Play around with it: if the strength is too high, it will stay level even on an incline.

Hope that helps.
2011-01-29 19:41:00

Author:
Bercilak
Posts: 117


hey every1 im trying to do the same thing but i want my object to be able to roll on the ground and jump on command like the hamster. i dont have any story mode vehicles so i cant use the hamsters logic. I was thinking having the wheel up front and something behind it that could expand with enough force to lift it off the ground but can you change the size of an object on command ?!?!?2011-02-03 04:53:00

Author:
MIz1K3
Posts: 2


No, you can't change the size of an object like that.

The solution to keeping the vehicle from being able to jump in mid-air lies in impact sensors, as others have pointed out. Actually, I haven't quite resolved it myself, but after testing a myriad of options, like a super-fast piston that shoots out the bottom of the vehicle to launch it in the air (it does keep you from being able to jump mid-air, but using pistons when we now have logic is like doing math on an abacus instead of a calculator), but so far, I'm getting the most promising results with the impact sensors. If I manage to discover a suitably elegant design, I'll share it, but I'm no master at Creating - someone else will certainly come up with an awesome design before I do.
2011-02-03 06:01:00

Author:
sixfearstheseven
Posts: 19


Correct, impact sensors are the way to go. I spent a lot of time in the beta perfecting a jumping logic chip, and after hours of tweaking I came up with a faultless solution. At least so far. You need an impact sensor that senses touching with a <ground> tag. Then you need to place invisible holograms with the <ground> tag wherever you want to allow the player to execute a jump. Place the holograms slightly above ground, otherwise the impact sensor doesn't always work.2011-02-03 10:06:00

Author:
Linque
Posts: 607


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