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Sucking up a sackbot

Archive: 18 posts


Hello, I have a problem which I can't seem to solve. I'm trying to recreate in Clive's levels where there is a tube that sucks up the sackbots once you get near it. Does anyone know how to achieve this?2011-01-28 13:52:00

Author:
Keith
Posts: 37


change their behaviour so that they follow a tag, and put a tag under the tube (this is to position them so that they won't sucked up out of the tube), then use a follower or a mover linked to a tag sensor (use a small range, so that it won't activate too soon)2011-01-28 13:59:00

Author:
Shadowheaven
Posts: 378


I believe it requires a gravity switch on the sackbots microchip, which is activated by a tag, so when the Sackbot stands under the tube, his gravity is turned off, thus he goes up into the tube.2011-01-28 14:00:00

Author:
RAWTalent
Posts: 224


Thanks guys, I'll try that now. Is it possible so once they go through the tube, their emotion changes from sad to happy?2011-01-28 14:02:00

Author:
Keith
Posts: 37


I believe it requires a gravity switch on the sackbots microchip, which is activated by a tag, so when the Sackbot stands under the tube, his gravity is turned off, thus he goes up into the tube.

That'd be negative gravity, which unfortunately does not exist (yet) in LBP2. Zero gravity makes the bot behave like the floaty material; stuck in suspended animation until something hits it.

A mover is definitely the way to go here.
2011-01-28 14:11:00

Author:
Antikris
Posts: 1340


To everyone: I made a thread about this and found an answer: It's a mover that moves sackbots up in tube. Does that help?2011-01-28 14:14:00

Author:
FreeAim
Posts: 2462


How would I apply the mover to the Sackboy. Would that go on his microchip?

Edit: I think I got it. Now to figure out how to change emotion. I think I need to go out about it the same way almost.
2011-01-28 14:20:00

Author:
Keith
Posts: 37


How would I apply the mover to the Sackboy. Would that go on his microchip?

Edit: I think I got it. Now to figure out how to change emotion. I think I need to go out about it the same way almost.

On the sackboy's microchip you can add an entirely new chip; open that one up and add an SB behaviour (act) and a timer (set to the duration of the act) on it. Hook up the timer to a mover. Now, all you need to do is to put a tag sensor on the sackbot base chip that responds to a tag on the tube and wire that sensor to the sub-chip.

Activating a chip will activate everything on it that is not already wired up. This will save you having to wire up everything separately and make it look way more complex than necessary.
2011-01-28 14:28:00

Author:
Antikris
Posts: 1340


On the sackboy's microchip you can add an entirely new chip; open that one up and add an SB behaviour (act) and a timer (set to the duration of the act) on it. Hook up the timer to a mover. Now, all you need to do is to put a tag sensor on the sackbot base chip that responds to a tag on the tube and wire that sensor to the sub-chip.

Activating a chip will activate everything on it that is not already wired up. This will save you having to wire up everything separately and make it look way more complex than necessary.

Okay, I got the SB chip on it. Once it comes out the other side I'm going to have it follow me. So for the mover to keep working, I add the timer?

Edit: I think I did it wrong. It's still on one chip. How do I add a new a chip?
2011-01-28 14:36:00

Author:
Keith
Posts: 37


Okay, I got the SB chip on it. Once it comes out the other side I'm going to have it follow me. So for the mover to keep working, I add the timer?

The timer is meant to keep the SB act upset for a short while before getting sucked in but yes, it will also work as a way to keep the mover active.

In order to get the SB to follow your player afterwards, have another sensor on your SB's base chip: a player proximity sensor. Have it activate another sub-chip on which you stick a new SB behaviour: follow player. Now, this sensor should disable the first sub-chip, so you could stick a Counter on the base chip, set to 1 count: the tag sensor starts the counter, the player sensor resets the counter; output of the counter goes to the sucking-up chip. With this the timer on the suck-chip becomes redundant for the purpose of keeping the mover going, but it is still useful for the delay.

Basically, you don't need to wire up stuff to make it active. If it is not wire up, then per default it is active. That is why sub-chips are handy: you can put unwired behavior on the sub-chip and just wire up the sub-chip instead. So, in case you'd want to get rid of the delay but keep the mover, just leave the mover unwired on the sub-chip.
2011-01-28 14:51:00

Author:
Antikris
Posts: 1340


How do I add a sub-chip? I'm so confused by all this. 2011-01-28 14:56:00

Author:
Keith
Posts: 37


How do I add a sub-chip? I'm so confused by all this.

On the second page of the tools in your popit, where all the logic stuff is, you will find a micro chip. Stick it on the Sackbot circuit board. You can keep nesting these; as logic becomes more complex, this is good for organization, but also in order to activate large portions of logic as I described above.
2011-01-28 15:05:00

Author:
Antikris
Posts: 1340


Okay, thanks. Now that I found the micro-chip, the rest should hopefully be easy. Thanks for helping me aka a huge noob. 2011-01-28 15:08:00

Author:
Keith
Posts: 37


So I got the base chip.

On it, it has the sensor and another Microchip.

On the microchip I got a timer that's hooked up to a SB and a mover.

The SB is set to act happy for about 2 seconds. So the timer is set to 2 seconds. Now I have to wait for the timer to finish for the mover to kick in.

To make it go through up the tube to the left through more tubes and down another, would I add an advanced mover or more movers?

How is it possible to have it so as soon as the tag sensor senses the tag, the mover kicks in and then the timer starts for the happy SB to kick in?
2011-01-28 15:25:00

Author:
Keith
Posts: 37


Have it so there is a tag sensor attached to his happiness chip. When it senses the area you get sucked up (by another tag) then it will do his happiness.

If you want a timer, then do the timer input set to Start/Stop to the sensor and the timer output to the happiness chip.
2011-01-28 15:34:00

Author:
RSQViper
Posts: 302


Okay so now my only problem is that when he goes up, he stays up for a bit then he falls back down after. How is it possible to have him go up then to the left?2011-01-28 15:38:00

Author:
Keith
Posts: 37


Okay so now my only problem is that when he goes up, he stays up for a bit then he falls back down after. How is it possible to have him go up then to the left?

I am thinking that having a SB follow a maze of tubes will be way simpler to make by using a sequencer that has a unique mover on each canvas position, put different tags on the tubes and have tag sensors move the sequencer 1 step forward each time.

I have no real clue yet on how to adjust the input setting for the sequencer, but I assume there is a value that allows for it not to play through it all at once. Then have all of your tag sensors hooked up to a big OR gate. Connect the OR gate directly to the sequencer that will go forward one step with each input pulse.

If sequencers don't work that way, possibly a counter in between the OR gate and the sequencer can fix it...

Interesting little problem here. Worth experimenting with, IMO.

(You can add SB behaviours to the sequencer, too, I think. If not, then put the behaviours on the chip and use batteries on the sequencer instead, wired to the behaviours)
2011-01-28 15:52:00

Author:
Antikris
Posts: 1340


I am thinking that having a SB follow a maze of tubes will be way simpler to make by using a sequencer that has a unique mover on each canvas position, put different tags on the tubes and have tag sensors move the sequencer 1 step forward each time.

I have no real clue yet on how to adjust the input setting for the sequencer, but I assume there is a value that allows for it not to play through it all at once. Then have all of your tag sensors hooked up to a big OR gate. Connect the OR gate directly to the sequencer that will go forward one step with each input pulse.

If sequencers don't work that way, possibly a counter in between the OR gate and the sequencer can fix it...

Interesting little problem here. Worth experimenting with, IMO.

(You can add SB behaviours to the sequencer, too, I think. If not, then put the behaviours on the chip and use batteries on the sequencer instead, wired to the behaviours)

You were right.

A sequencer makes it a whole lot easier.

What I did was time each mover so the sackbot moved at the right time through the tube. A lot of trial and error.
2011-01-28 16:22:00

Author:
Keith
Posts: 37


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