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question concerning controlinator
Archive: 9 posts
I saw a level where the sackbot is controlled by a controlinator, which i can figure out, but the sackbot had a double jump function. You pressed x once and it jumped like normal. when you then pressed x again, it got kind of a boost and jumped again. How do i do that? when i try that, it flys as long as i press x . It should just get a little boost once. x once normal jump x twice double jump.... can anybody help? | 2011-01-24 18:01:00 Author: MirkoQuarck Posts: 66 |
I think there is a tiny piece of hologram emitted right under it's feet, making it able to jump once more. Not sure tough. | 2011-01-24 18:02:00 Author: Kirpy Posts: 117 |
Unfortunately my other thread has been closed (https://lbpcentral.lbp-hub.com/index.php?t=45252-How-to-leave-the-controlinator) but I still don't know how to make the controlinator exitable in play mode. Can anyone describe it a bit easier how to do that? I know that I have to assign a button of the controlinator to a "exit function" or something like that. But WHERE? | 2011-01-24 18:15:00 Author: jenne1980 Posts: 56 |
The eject input on the controlinator seat itself. So take the output from any of the controlinator microchip buttons, and wire it back into it's own controlinator seat. | 2011-01-24 18:34:00 Author: RoharDragontamer Posts: 397 |
Unfortunately my other thread has been closed (https://lbpcentral.lbp-hub.com/index.php?t=45252-How-to-leave-the-controlinator) but I still don't know how to make the controlinator exitable in play mode. Can anyone describe it a bit easier how to do that? I know that I have to assign a button of the controlinator to a "exit function" or something like that. But WHERE? Try not to ask questions in somebody's else thread. | 2011-01-24 18:39:00 Author: Kirpy Posts: 117 |
For jenne, just pressing in the right stick gets you out of the controlinator. You can also wire it up to any button you want. Mirko, try this. If you shrink dark matter down to a tiny, tiny square it will be invisible. Now draw with that tiny square a small, invisible platform about the size of the width of a sackboy. Now capture that object. Now, when you press X have this get emitted under your sackboy. Toying with this a bit, you should be able to make it jump from it. Be sure it disappears, though or you may have issues with them hanging around in the level. | 2011-01-24 18:40:00 Author: RSQViper Posts: 302 |
The eject input on the controlinator seat itself. So take the output from any of the controlinator microchip buttons, and wire it back into it's own controlinator seat. Thank's a lot, I will try that. Try not to ask questions in somebody's else thread. I had to ask in another thread because my own has been closed. And I can't find a thread with the same question via search (as morgana25 said). | 2011-01-24 19:05:00 Author: jenne1980 Posts: 56 |
Would it work to briefly emit an invisible jump pad underneath the sackbot? | 2011-01-24 20:05:00 Author: Blue Helmet Posts: 306 |
Would it work to briefly emit an invisible jump pad underneath the sackbot? Nice idea, but it was really a little boost. | 2011-01-24 22:01:00 Author: MirkoQuarck Posts: 66 |
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