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Any way to have a mover not override gravity, even when active?

Archive: 14 posts


I'm trying to make a little platformer guy object that can move with minimal acceleration/deceleration (for an old school feel) and to do this I have to set his advanced mover's accel/decel to 100% each. Unfortunately this kills gravity.

Is there any way to get the mover to NOT interfere with gravity? I have not given the up/down on his mover any input yet - I'm only telling him to move left and right. I'd really like to have him react to the same gravity as everything else.
2011-01-27 00:42:00

Author:
estevangz
Posts: 57


Maybe putting a gravity tweaker on the object?2011-01-27 00:44:00

Author:
dragonember
Posts: 607


Use two advanced movers. one for horizontal and one for vertical.2011-01-27 00:58:00

Author:
tdarb
Posts: 689


This^ plus you could add a timer so the mover only activates for a short time.2011-01-27 01:14:00

Author:
Biv
Posts: 734


I'm having the same problem right now trying to make a little side-scrolling tank. Even basic movers, when you activate them to go left or right, will put their strength toward pushing you in that direction even after heading straight off a cliff. Normal gravity won't take over until you let off the stick, which means a player could potentially drive right over a pit in their way.

I should also mention that giving each mover a downward force does help a bit, but unfortunately has the side effect of stopping you if you try to drive up a hill. Checking Local Space fixes this, but then lets them drive over a cliff, down the wall, and under the platform without letting go until you let off the stick.

Right now I've got a very rough working model using a splitter and two movers as above, with each mover also pushing downward to simulate gravity, and then a third mover through a not gate, pushing down when the stick is let off so the vehicle will come to stop a fairly quickly. It's really sketchy though.

Any better ideas would be greatly appreciated.
2011-01-27 01:31:00

Author:
Unknown User


Just hook the left, and right analog stick to the mover on/off input also. That will make the mover only activate when you hit left or right.2011-01-27 01:36:00

Author:
smasher
Posts: 641


I think I'm gonna go with high-friction wheels instead. Fastest way to get the "binary" left-right movement, I think, without having to worry about the complications brought about by movers.2011-01-27 02:31:00

Author:
estevangz
Posts: 57


The problem is that setting 100% acceleration and 100% deceleration on at least one mover (of any kind) on anything kills its gravity, so the hard, "binary" left-right movement I want kills gravity.

2011-01-27 03:13:00

Author:
estevangz
Posts: 57


Try putting impact switches to whatever piece of your contraption touches the ground while driving. And set it so if the impact switch is not activated it will trigger a mover that will move it down. So you'll still be able to move left and right but if you are off the ground it will push you to the ground.2011-01-27 03:28:00

Author:
Kitkasumass
Posts: 494


So after an hour of microchipping, I've got an object that can move left and right without sliding (tight handling like old-school platformers), double jump and successfully fall back to the ground.

It's essentially perfect, BUT I cannot for the life of me figure out how to get both tight handling AND gravity in the air. It's the final step, and a very big one at that.

I cannot get strong left/right deceleration and simulated gravity at the same time.
2011-01-27 05:07:00

Author:
estevangz
Posts: 57


what if you used a mover constantly pushing down?2011-01-27 06:31:00

Author:
tdarb
Posts: 689


what if you used a mover constantly pushing down?

I think this will be your only way - create an entire new physics systems to work with using movers.

The alternative is to use strength-controlled advanced movers for horizontal motion, which will not lock out gravity, but will also probably not give you the style of control you are looking for.
2011-01-27 08:28:00

Author:
rtm223
Posts: 6497


Strength-scale movers will still override gravity while they're on, though. They don't even need to be at 100.2011-01-27 18:16:00

Author:
Unknown User


Reopening a dead thread .-.
I've got the same problem (Though my control choice is the Dpad),and I'll continue to look for an answer until either I find one or this gets one.Help appreciated
2011-04-10 01:15:00

Author:
Narwhal
Posts: 111


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