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#1

Help with a tough situation.

Archive: 4 posts


Sorry, this is a long one,
So I'm making a keel where you don't play as sackbot, you control a character I made, and it's not a sackbot, just an object. The movement and actions of the character work great, but I want him to be able to drive a car I made.
Since I needsackboy to be in the conrtollianator the whole time, I need to make the character and the car be controlled with the same buttons or at least both use the left and right sticks.
I tried putting an AND gate with a tag sensor in the car and a tag in the character the tag sensor connects to once input of the AND and the R2 button connects to the other.
This way you have to hold r2 to make the car move but have to be in it for that to work. This setup works alright but I can't figure out a good way to move the car. Eveything is too losse or too fast or sow or something I can't get a good feel that I've seen in other car levels. Even the exact movement of the character sped up a bit doesn't work right. The rotation doesn't work very well either. If I put a joystick rotator on you can just spin the car like mad but the rocket rotator for some reason won't work right, it makes the car gi very slow.
Someone please help, anyone know a good control setup for the car? Or a whole new setup to make the car work at all?
2011-01-29 05:09:00

Author:
Jboy1995
Posts: 48


Why not just try a motor bolt on the wheels and tweak the settings there?2011-01-29 06:17:00

Author:
Unknown User


Sorry I should've mentioned it's a top down view level, I can't use wheels2011-01-29 18:02:00

Author:
Jboy1995
Posts: 48


On your character and your car, place a controlinator placed to Receive. With your sackboy, place a controlinator set to Transmit, so it transmits controls to both controlinators. Now, wire an inverted Tag Sensor to your car's controlinator's eject output, and have the tag sensor triggered by the character.

Until the character approaches, the tag sensor feeds a constant signal to the car's eject output, preventing the transmitting controlinator from controlling it. As soon as the character gets in the car, the eject output disappears, the controlinator becomes active and then the transmitting controlinator controls both receiving ones.

You can then program your car on its receiving controlinator as normal, without the need to attach AND gates to every control.

As for the control scheme, I don't know why you're using a rocket rotator and a joystick rotator - you only need the joystick rotator for the car to be steered. Then just attach a simple mover to your car set to push it forwards, attached to an accelerator button on the receiving controlinator. Make sure your anti-gravity tweaker has dampening set high, but not too high as to stop the mover and rotator from working.
2011-01-29 18:56:00

Author:
Holguin86
Posts: 875


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