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#1

Grabinator help

Archive: 12 posts


Is there some way to make the grabinator throw things longer? Or how should I tweak an object (material) to reach it's maximum range?
Thanks
2011-02-01 00:08:00

Author:
joor
Posts: 11


Grabinators can't be tweaked, unfortunately.

However, an Anti-Gravity gadget might be just what you're looking for. Set it to something low like 25%, and you'll be able to throw the object further, but hopefully it won't look too 'floaty'.
2011-02-01 00:28:00

Author:
alexbull_uk
Posts: 1287


I've tried that. The thing is, i need the object I'm about to throw to both reach a great range and with great speed. But thanks for the reply anyways. If anyone else wants to shed a little light on this feel free to do so.
Cheers
2011-02-01 00:54:00

Author:
joor
Posts: 11


You can make what you pick up, when thrown emit the same object at great speed. That's a workaround, anyway.2011-02-01 01:02:00

Author:
RSQViper
Posts: 302


I've tried that. The thing is, i need the object I'm about to throw to both reach a great range and with great speed. But thanks for the reply anyways. If anyone else wants to shed a little light on this feel free to do so.
Cheers

Have you tried a mover? Just set a mover to go in one direction, and then set "Local Space" to on, and see if you get the result you're after. I believe that grabinators always pick up objects the right way up, so if your mover was going right, then it would still work after being thrown...

Hmm. I'm not sure. Sorry
2011-02-01 01:21:00

Author:
alexbull_uk
Posts: 1287


Have you tried a mover? Just set a mover to go in one direction, and then set "Local Space" to on, and see if you get the result you're after. I believe that grabinators always pick up objects the right way up, so if your mover was going right, then it would still work after being thrown...

Hmm. I'm not sure. Sorry

I've now tried with different movers and i must say I can't get it to work. The ball, which is the object i want to throw just spins out of control. I've also tried combining the movers with rotators, still with bad result. There must be some way to get around this problem, I mean, the possibilities are endless
2011-02-01 13:41:00

Author:
joor
Posts: 11


Seems like I've tried everything. Maybe I lack the skill to pull this one off. Could someone please try to make an attempt on his own, and if you crack it, please reply here.2011-02-01 15:59:00

Author:
joor
Posts: 11


I'd go with a rocket rotator and mover to push it in the direction you throw it, and then some kind of tag sensor logic so they don't activate until you let go.2011-02-01 16:54:00

Author:
Unknown User


Well that's the thing. How do you get something to activate when you let things go?2011-02-02 17:20:00

Author:
joor
Posts: 11


The entire time you're holding the object with a grabinator, the grab switch will be active. Use the grab switch to turn on a counter set to one (permanent switch), and run that into an AND gate. Then run the grab switch into a NOT gate, and put that into the AND gate as well. Run the AND gate into a mover set to the direction you want it to go. You could probably then use a countdown timer to control how long the mover stays active and how far the object flies.

FYI: Not tested, just an idea.

Edit: I guess you would run that into a rocket, not a mover. But either way, the AND gate will make sure it doesn't get activated before for you pick it up. The permanent switch will activate the one leg of the AND gate once you do pick it up, and will stay on for good. Then the NOT gate will kick the other leg of the AND switch when you let it go.

Edit 2: Tested this, works great, but not with a mover, cuz it only goes in 1 direction no matter which way your sackperson throws it. Tested it with the Rocket rotator, didn't do much. However, I tested it with the anti-gravity material tweaker and I was able to throw a piece of dissolve about halfway across the empty level. I think that's your answer.

Edit 3 (sorry, I keep playing with this now): Run the output of the NOT gate into a count-up timer. Run the output of the timer into its own reset, then into the reset of the permanent switch counter. Use the timer to determine just how long the anti-grav tweaker stays active. When the timer runs out, the object returns to full gravity and will fall like normal. Cool thing is, it also allows you to pick the thing up and do throw it again.

Ok, I think I'm done editing for now. If anyone thinks this is worth it, perhaps I'll throw it up on the tutorials page since the grabinator is untweakable.
2011-02-02 18:13:00

Author:
nextlevel88
Posts: 149


The entire time you're holding the object with a grabinator, the grab switch will be active. Use the grab switch to turn on a counter set to one (permanent switch), and run that into an AND gate. Then run the grab switch into a NOT gate, and put that into the AND gate as well. Run the AND gate into a mover set to the direction you want it to go. You could probably then use a countdown timer to control how long the mover stays active and how far the object flies.

FYI: Not tested, just an idea.

Edit: I guess you would run that into a rocket, not a mover. But either way, the AND gate will make sure it doesn't get activated before for you pick it up. The permanent switch will activate the one leg of the AND gate once you do pick it up, and will stay on for good. Then the NOT gate will kick the other leg of the AND switch when you let it go.

Edit 2: Tested this, works great, but not with a mover, cuz it only goes in 1 direction no matter which way your sackperson throws it. Tested it with the Rocket rotator, didn't do much. However, I tested it with the anti-gravity material tweaker and I was able to throw a piece of dissolve about halfway across the empty level. I think that's your answer.

Edit 3 (sorry, I keep playing with this now): Run the output of the NOT gate into a count-up timer. Run the output of the timer into its own reset, then into the reset of the permanent switch counter. Use the timer to determine just how long the anti-grav tweaker stays active. When the timer runs out, the object returns to full gravity and will fall like normal. Cool thing is, it also allows you to pick the thing up and do throw it again.

Ok, I think I'm done editing for now. If anyone thinks this is worth it, perhaps I'll throw it up on the tutorials page since the grabinator is untweakable.

I think I'm with you here. Although, the edits might confuse me If you've got time to make a list of the things needed, or perhaps make a video tutorial it'd be great. I know It's pretty demanding. I'll try my best and get back here with the results.
<3
2011-02-02 20:40:00

Author:
joor
Posts: 11


Sorry, don't have the means to do video, but I'll try to go step by step if I can.


1. Create the object you wanna throw, and slap a Circuit Board on it.
2. Put a Grab Sensor, a Counter, an AND Gate, a NOT Gate, a Timer, and an Anti-Gravity Tweaker on the circuit board.
3. Hook the output from the Grab Sensor to the input of the Counter, and to the input of the NOT Gate. Tweak the Counter to have a maximum count of 1.
4. Hook the output of the Counter to one input of the AND Gate. Hook the output of the NOT Gate to the other input of the AND gate. The output of the NOT Gate also goes on input of the Timer.
5. Take the output of the AND Gate and put it into the input of the Anti-Grav Tweaker.
6. Tweak the Timer to "Count up when active", then take the output of the Timer and put it on its own reset input, then put it on the reset input of the Counter.
7. Save the chip and place it on anything you want to behave that way.

That should do it. It's pretty complex to read, but simple in practice (believe me, otherwise I couldn't do it). Grab Sensor to Counter and NOT Gate, NOT Gate and Counter to AND Gate. NOT Gate also goes to Timer. Timer goes to it's own reset and to the Counter reset. AND Gate goes to the Tweaker.

You can then tweak the Tweaker till you get the desired effect/distance, and you can change the length of the timer to determine how long you want it to be affected. If you set the Anti-Grav Tweaker to 100%, for example, it will literally fly until the timer runs out and turns the tweaker off, at which time it will fall back down like a normal object.

Also note, this may not give you the sense of speed you were looking for. For that, you may have to play with the Rocket Rotator. Just tie it into the end of the logic sequence by taking the AND Gate to both the Tweaker and Rocket. Let me know if it works.
2011-02-02 21:45:00

Author:
nextlevel88
Posts: 149


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