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sackbots ((Advanced)) logic help

Archive: 5 posts


i want my level like the ((knight vs knight)) level on the community

ok so a guy made a level where its a two player and you are both a knight/sackbot fighting each other but he has an input of square to attack and x to block or similar..

just wondering how he made them attack like that and how the hit counter works


i put an impact sensor on my sackbot but it goes up if i even jump lol,
the way i got my guy to attack so far was create a recording of it and hook it up to the x button...
i could use some help please i beg of you =)

edit: i have made a few more bots that do things like this an have some great level ideas if anyones interested or up for building some stuff with me.. just add me an say your from here

cheers for stopping in guys
reef
2011-01-29 03:37:00

Author:
reefer007
Posts: 54


The impact sensor can be tweaked to only work when the sensor is impacted by a tagged object. This will stop you from getting hits when you touch the ground.

For the block button, I would make a circuit so one cannot block and attack at the same time. Otherwise, the game won't be much fun. A selector will probably work well here.

Then you use a counter to create the number of hits the knight can take. Don't attach the impact sensor to the counter directly. Instead put it into an AND gate. The AND gate gets attached to the counter. You should wire the block botton to a NOT gate and the NOT gate to the other input of the AND gate. This way hits only get counted when the knight is not blocking.

You'll also want a sound effect for each successful hit and a sound effect for each blocked hit. Attach the AND gate to a sound you want for a successful hit (and probably a score giver). Create a second AND gate and attach the impact sensor and block button directly to its inputs (don't put the block button through the NOT gate this time). This second AND gate will only activate when there is an impact and the knight is blocking. Attach it to whatever sound effect you want.

That should do it!
2011-01-29 04:35:00

Author:
dcf
Posts: 468


mate your a champion cheers =) gona go and mess with that now..
you know the way they attack though on that knight vs and the way it looks when they attack and fail its not a normal hit that happens!!
just wondering if you could set it, so they box instead and press x to do like a 4 hit combo and stuff of sorts but still id have trouble with the hits registering.. hmm
one to think over =)

cheers for the info though buddie
reef
2011-01-29 04:45:00

Author:
reefer007
Posts: 54


Sure, it is possible to expand the complexity of the logic circuits to create multiple sequences of inputs that do different things and are ultimately scored differently. It requires clever and sometimes very complicated uses of the logic boards. I'd get comfortable with the type of circuit I described above and you can then try adding in a third possibility and once you've mastered that a fourth, etc. Have fun experimenting!2011-01-29 04:56:00

Author:
dcf
Posts: 468


ideal thanks bud your way works better =)
my recording would only play once so i had to have one idle brain doing nothing attached to a battery to make my first recording play with a few other batteries making the timing spot on lol you might be able to see it on lbp.me its the ryu guy
it works.... but your way makes it easier lol thanks
2011-01-29 05:07:00

Author:
reefer007
Posts: 54


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