#1
LBP2 Simplified Sackbot Double Jump
Archive: 4 posts
OK everyone let start off by saying that I didnt create this tutorial, it was made by this cool creator in youtube name DefconO1. This is a 3 part video on how to make a sackbot double jump, so enjoy the videos. Part 1 http://www.youtube.com/watch?v=c_72QX0FLyQ&feature=iv&annotation_id=annotation_51847 Part 2 http://www.youtube.com/watch?v=Hxq121ywPqA Part 3 http://www.youtube.com/watch?feature=iv&v=8CEhrIvDXT8&annotation_id=annotation_718378 Here is another video on a double jump but this one is a little bit off but easier. http://www.youtube.com/watch?v=xPQuk8nl7jY&feature=related Note: From the looks of this videos the double jump is not perfect ok. | 2011-01-31 15:00:00 Author: Arnald23 ![]() Posts: 1843 |
If you want, I made a easy-to-follow guide. http://lbp.me/v/wyr-gj There you'll get a sackbot-to-control I made and it comes with notes so you understand how it works. It can double jump, shoot water (yeah, it's just an exemple) and has emotions ! | 2011-02-01 02:36:00 Author: Unknown User ![]() |
here's mine. the simplest i've made: http://i6.lbp.me/img/ft/9d6333c092dd91eb7f6fd43018dbc23fa3ddb9c1.jpg X input to one-shot counter. The one-shot prevents bouncing. impact/one-shot X AND allows first X press to activatve mover and adds 1 unit to 2 unit counter second X press adds 1 more unit to 2 unit counter full counter activates .1/.1 timer timer goes to AND together with second X press they activate the 2nd mover impact resets the 2 unit counter allowing both AND gates to function again advanced movers require less speed & allow more effect when using one-shots to prevent wall impacting, walls just need to be impact tagged & XX chip gets cut on/off by an inverted tag sensor | 2011-02-02 14:15:00 Author: Unknown User ![]() |
heres my logic for a triple jump http://i97.photobucket.com/albums/l201/Ash_uk1/APhoto-1.jpg its starts with a and gate with x and a impact sensor with a tag: floor,the x button is hooked up to 2 counters one set to 2 and the other set to 3. the one thats set to 2 is hooked up to the rest of the first timer ( i think is set to 5 secs) which connected to a not gate which is connected to a mover moving up the second counter ( the one set to 3) is hook up to the second timer with is connect to a not gate, which is the connect to the rest of the 3rd timer and a mover moving up ( set higher than the other mover), the 3rd timer just waste time before the 4th timer goes off and makes the sackbot spin the reset to the counter is hooked up to a and gate which is hooked up to a timer ( the time set to how long people have to perform the triple jump) and a impact sensor set to the tag floor hope thats not to cnfusing ( im not very good at explaining logic) | 2011-02-02 18:31:00 Author: Ash_uk1 ![]() Posts: 255 |
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