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Controlinator problems when starting level in Play mode - Resolved/Solution enclosed

Archive: 6 posts


I have a object with a controlinator attached that is set to be in Receive mode and the source is 'Nearest Sackboy'.

(It may not matter but I've set the sense radius to be much larger than needed. When set to 'Nearest Sackboy' this option is grayed out and likely is not used.)

This controlinator is near the level start checkpoint and the intention is that when the player starts they will be able to control the controlinator to make selections in a menu.

What happens in practice is that when I enter the level in play mode is that the player cannot control the controlinator at all. (The player is off-screen and in a constrained box so I'm not able to move very far to see if I can move out of some range and back again would work.)

Indeed when I enter the level in create mode I do not initially get control over the controlinator. I have to change from normal stand/walk mode to the flying/hover mode then back to stand/walk and suddenly everything works just as it should.

I've tried saving the level while in Create mode both while the controlinator is in an unused and in-use state and the result if the same both ways when in Play mode. Does anyone have advice on how to start a level in play mode and be able to have a controlinator set to be in Receive mode by Nearest Sackboy work correctly?

One item of note is that I have a Player sensor in the start area so that when the sackboy is gone it disables the controlinator so that it is not being operated while the player is playing the level. The sensor works as intended, when I return to the hub I can control the controlinator and when I leave it stays put, all until I enter Play mode.
2011-02-07 22:01:00

Author:
Trindall
Posts: 297


Do you have two controllinators? One set to send and one sent to receive? The receiving controllinator won't work all by itself, you still need one set to transmit that the player enters, right near the start gate is a good place.2011-02-07 23:51:00

Author:
Osprey71
Posts: 93


Do you have two controllinators? One set to send and one sent to receive? The receiving controllinator won't work all by itself, you still need one set to transmit that the player enters, right near the start gate is a good place.

Currently I have only a single controlinator in receive mode. If you look at the options in the controlinator when it is in receive mode you will have the option of selecting the color it is keyed to. Underneath the color choices is a picture of a sackboy that can be chosen instead of a color.

If you select that then it will wirelessly accept incoming signals from the closest sackboy as if the sackboy was in a controlinator that was set to Transmit mode.

The function works great in most every case but not when I initially load the level. I think I may starting the level from an odd state or if the engine calculates things slightly different on a level start versus a sackboy running into a sense radius.
2011-02-08 00:06:00

Author:
Trindall
Posts: 297


I think I may starting the level from an odd state or if the engine calculates things slightly different on a level start versus a sackboy running into a sense radius.
I think that may just be it, it must not sense it when a player spawns from a checkpoint. What would go against this though is that others sensors and music works just fine under these circumstances...

You may have to simply move the checkpoint up or something to make the player fall or move into the right area. What I question is, why not set it to have the player immediately jump into the seat rather than let them control it remotely?
2011-02-08 00:10:00

Author:
warlord_evil
Posts: 4193


Okay, from your original description it sounded like you didn't have any controllinators set to transmit, that maybe you thought it would be controlled by a sackboy that wasn't in a controllinator at all.

So when you start the level, you have a control seat that the sackboy enters (set to transmit) and he still doesn't control the receiving control seat (set to nearest sackboy)? Or he just doesn't enter the transmitting control seat at all?

If he won't enter the seat check your minimum distance, or you could emit one upon activation of a player sensor.
2011-02-08 00:14:00

Author:
Osprey71
Posts: 93


Problem Resolved:

So I've gotten to the bottom of this particular problem and it is due to the timing that things are initialized when starting a level or is just a plain simple bug. I thought it may be helpful for others to see what I did.

My original setup:
I originally used a sequencer that is active at start up. The sequence is used to pan back and forth between two different movie cameras as I add and remove the input. This was used along with a menu the player uses to choose the tutorial/destination to go to first.

The problem was that when input = 0%, i.e. off, the first movie camera does not activate. So to be lazy I just extended the movie camera off the sequencer to the left so that it starts at time t = -1 which has the effect of the first movie camera being active when the sequencer is off.

What happens when the movie camera is running in this t = -1 timeframe when the level starts is that the sackboy does not activate player sensors, does not get sensed by Controlinators set to Receive by Nearest Sackboy, will not transmit if in a Controlinator set to Transmit mode.

This may be due to the focus being off of the starting checkpoint completely from the time the level starts rather than a normal transition of sackboy emitting into the level then a transition to the movie camera.

The Solution/Workaround:
I reworked the sequencer to be positional with the input being the output of an OR gate that has a battery at 2% connected so that when the sequencer is not being powered on it will activate the first movie camera.

I use a timer as the other input of the OR gate in count up/count down mode so that I can smoothly drive the positional sequencer back and forth for my transitions between cameras.

The whole key to this working properly in Play mode is that I have to delay the whole sequencer from becoming active by at least 0.1s - 0.3s from the start of the level. This delay allows the engine to do whatever it needs to do so that even though the player is off-screen they are still connected to the DCS through whichever means I have set up.
2011-02-08 22:31:00

Author:
Trindall
Posts: 297


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