#1
Can controllinator objects pick up score bubbles?
Archive: 8 posts
Title is pretty self explanatory. Surely this is possible, as it happens quite a bit in the story...but for some reason in a level I'm making, the controlled object just gets stuck at the score bubbles and won't pick them up. I can pick them up fine outside of the controlled object of course. | 2011-02-01 01:08:00 Author: Dietomaha ![]() Posts: 156 |
Yeah, I can't figure out how they did that either. They even got it to happen with bombs and stuff... so it must be a fairly simple tweak. | 2011-02-01 01:17:00 Author: alexbull_uk ![]() Posts: 1287 |
Well, for starters now bubbles can be "popped" using switches (aka bubbles + switches and wires = Happy ![]() I assume Mm used at least an impact sensor on bubbles so they "pop" on impact with the controlled object. | 2011-02-01 01:33:00 Author: Fang ![]() Posts: 578 |
I'll try the impact sensor thing. That just seems like an unnecessarily complex way of doing something simple though. I wish controlled objects interacted with the world in the same manner as the player (they can't use bounce pads and such either). | 2011-02-01 02:27:00 Author: Dietomaha ![]() Posts: 156 |
Hmm. In the beta you could pop bubbles with controlled objects with no trouble. *checks* Just checked with my UFO obect, and it worked like my bees in the beta. Try controlling a basic shape, and see if that works. Maybe it's somethign to do with rigid connections? EDIT: Yup. You can't collect score bubbles with rigid connections (rods and such) (by default anyway). Objects/shapes glued to main controllinator seat part seem to work fine. | 2011-02-01 03:19:00 Author: midnight_heist ![]() Posts: 2513 |
Well, if you can't pick up the bubbles with the object, try this: Put a microchip in the bubble, a tag on the bubble linked to a destroyer and a score giver, then put a tag sensor in the object, then, when the object get close to the bubble, the bubble explode! (if you want to) And you get the points. Well I don't have the game yet, so I don't know if this work. | 2011-02-01 04:16:00 Author: Unknown User ![]() |
There is a much simpler way to all of this: stick your transmitting Controlinator (DCS) onto a 0% brightness piece of Halo material. Set the DCS to invisible in play mode. Stick a Follower on that circuit, hooked up with a wire from the Active signal on the joypad. Set the follower to follow a tag at maximum speed. Stick that tag onto your remotely controlled object; now when the player jumps into the DCS, he will invisibly follow your object. He will pick up anything in the object's path, trigger cameras and player sensors, etcetera. Of course if your object is WAY larger than your sackboy, the object will have to pass through the point bubble before it gets picked up. All and more explained here (https://lbpcentral.lbp-hub.com/index.php?t=44239-Sackbot-A.I-and-Logic-Tutorials). | 2011-02-01 11:05:00 Author: Antikris ![]() Posts: 1340 |
Thanks for all the help everyone ![]() | 2011-02-01 16:03:00 Author: Dietomaha ![]() Posts: 156 |
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