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How to make guns without Controllinator? + some other problems

Archive: 9 posts


As the title says, I'm having trouble creating a gun without using the controllinator. Everything works except for the rotator. I'm not sure which one to use! I want it to control like the Paintinator or Creatinator. Please help.

More problems, if anyone wants to help:
1. if the above succeeds, how do I make a sniper scope without affecting the other players?
2. also if the first question works, a windup time that resets when the trigger is let go?
3. how to make a healthbar for a Sackbot that other players cannot see

Please help! Thank you!
2011-02-04 04:27:00

Author:
DrCell
Posts: 102


Why are you trying to do it without a controllinator? You can rig a controllinator to run off the closest player so nobody needs to physically sit in the seat if that's what you're worried about. It's one of the remote control receiver options (little pic of a sackboy under all the colors).

1. No way to do this in a coop level. In versus, it would be.... difficult. You'd need everybody to be driving sackbots while following them around on holo-followers, and then rig the follower to move from the play area to your sniper scope area. It's not impossible, but I would consider it impractical.
2. Huh?
3. You can't. Anything that one player can see, other players will be able to. The best you could do is, in versus mode, you could have each player control four bots in four identical locations but only be able to see one (so each player has their own view). Unfortunately, it's not reliable: somebody did a season changing demo in the beta with four identical remote controlled bots in four identical areas that were stickered/decorated differently for the different seasons. In theory, since they were responding to the same control inputs, they should have stayed perfectly in sync, but it was easy to get them out of sync for some reason.

[edit] Actually, there might be a complicated (crazy complicated) way of doing number three. If you sticker holo matter black, it becomes invisible but then if you put a brighter colored sticker on it, that part is visible and appears to glow. You can put stickers on the sides of holo so that they can only be seen from that side. Then you could give each player a different camera angle (one angled slightly to the right, one angled slightly down, and so on) so that each would only be able to see one of the holo displays. You'd probably need to use an array of holomatter lined up to look like a continuous bar, but it would theoretically work. Personally, I'd chalk it up as another one of those impractical ideas, but if you really want your health bars only visible to one player, this is probably the only way to do it.
2011-02-04 04:38:00

Author:
Sehven
Posts: 2188


use a joystick rotator, it will rotate an object in whatever direction the stick you hook it up to it pushed. I'm not sure how you could do those other ones2011-02-04 04:38:00

Author:
Unknown User


I am using Controllinator and Joystick Rotator. It's now partially working, but the gun is spinning in a strange way that doesn't seem to correspond to the way I push the right stick. I THINK I should use Hologram for the gun now, which I'll try (the gun is made of metal and wood).
1. I'll try that. Thanks.
2. I'm referring to the windup time that's used in say, a minigun, ala TF2.
3. I guess I'll have to accept that it's impossible. :U

@mcbinkles: I am using joystick rotator lol
2011-02-04 05:01:00

Author:
DrCell
Posts: 102


2. I'm referring to the windup time that's used in say, a minigun, ala TF2.

Ah. You can use a timer to accomplish the windup. If you want it to immediately reset when the player lets go, hook the input into the timer and also into a NOT gate. Hook the NOT into the bottom of the timer and it will reset when you let go. If you want it to wind back down (so that you don't have to wind up from the beginning if you let go and immediately hit the button again), you can set the timer's input to left/right and leave out the NOT.
2011-02-04 05:11:00

Author:
Sehven
Posts: 2188


Thank you very much! Now I'm off to go try...uh, those things. 2011-02-04 05:15:00

Author:
DrCell
Posts: 102


the gun is spinning in a strange way that doesn't seem to correspond to the way I push the right stick

I get that sometimes too. I'm not sure exactly what causes it to happen, but I can usually fix it by turning the joystick rotator on its side or upside down or something. You do have the up/down output from the thumbstick wired into the top and the l/r wired into the left, right?
2011-02-04 05:27:00

Author:
Sehven
Posts: 2188


Okay, it works! Thanks!2011-02-04 06:01:00

Author:
DrCell
Posts: 102


@ Sehven - has anybody attempted it in the actual released version? You did say it was in the BETA. Other than it being in the BETA, I would assume the problem is the lag. I do see how that worked in theory but I decided it was too unpractical. It didn't seem to be a huge issue.

But, perhaps there is another way. Depending on how big the playing field is of course. You could show the entire field and (Combining the ideas) have each player's camera set on a fixed direction, enveloping the entire field and a small section that acts as a HUD. Of course there are problems with this setup. The bots could be too small, or the camera angle would be too strange.

You could also make to where the health only shows up when other players aren't around. Or on demand by the player.

But I say the best bet would be different areas for each player, though if it doesn't work, then I'm not sure. I honestly don't see it as an issue, but some people like the whole surprise thing.

The wind-up time could be accomplished by a timer switch set on direction. Attach R1 to timer's input. Attach timer to AND switch. Attach R1 to other input on AND switch. I believe that should get your result. If the player presses R1, for instance, then the timer will count up and unleash the metal. When the trigger is released it stops.

Now if it a be a cool down timer you be wantin, then try this.

Connect R1 to a count down timer and connect a one shot counter to it. Or you can set the emitter to One Shot.
2011-02-04 06:02:00

Author:
Devious_Oatmeal
Posts: 1799


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