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How to (kinda) make a Sackbot swim/ Move underwater.

Archive: 5 posts


Something some people thaught me a while back, tho none have made a thread about it it seems (,aybe they wanted to keep it a secret?)
Anywho Bre was playing with a bit ago, which reminded me, so I thought I'd post it.

It has to do with Warlorld's Underwater Sackbot's Glitch, which allows a Sackbot underwater as long as he's static. (Object gravity tweaker, 100% dampering.)

Its simple really:
- Make a static "water-proof" Sackbot.
- Set a key in its microchip, whichever color.
- Place a DCS (Controllinator.) in the sackbot, and set it as a "reciever.
- place a thick 0 brightness (invisible) holo square, and place the "transmitter" there.
- On the transmitter, set an emitter, set it to emit the waterproof sackbot, with 0.0 emission rate, and 0.1 lifetime.
- Set the emit and destroy effects to "appear/ Dissapear" Respectively.
- Now just place a mover and Rocket rotator (I think the one that turns to the direction you're moving.) in the Trasmitter Controllinator (In the holo block) and connect it to the buttons you want to move it with.

Presto!
The Sackbot will now appear to kinda move underewater.
Granted, it looks more like sliding than swiming, but at least now it moves undeerwater, which may be kinda more uesful.

Also, you may want to place a small/ invisible theck block and glue it to the holo material, so it clashes with the walls, otherwise it can go out of boundaries.


Yes, yes, kinda crummy atm, I know, been working on a way to make it look more 'swim-like' but this is the closest thing to swiming sackbots we got so far, so I thought I'd post it, just in case people can use it still.


Hope that helps!
2011-02-08 09:00:00

Author:
Silverleon
Posts: 6707


Joystick Rotator.
You forgot to put that you need an advanced mover.

I got some logic* worked out that would make it look more fluid, it just has to be tried in-game.

It's getting a smooth transition onto land without making you able to fly that i'm trying to do now. Maybe using tags.. right now I have it so that when you are not in water, it will try to detect a tag that is on the sackbot, if it is not detected it will spawn one. This lets you control the sackbot regularly.

*If the sackbot can register the inputs fast enough...
The swimming is going to need the animations made by using DCS's and batteries.
Then, using selectors, the outputs of the selector go into othe animation and the left/right go into the inputs.

I don't think moving the legs are possible.

If the swimming animations aren't possible(because of it being to slow to react), the inputs to the head might work so that you can look the way you are going.
Or you could set it to look at tag.*

*Teh logicz

Anyway, you can have the swimming logic only work in water by putting a water sensor in the DCS that is controlled by player and hooking it up into the advanced mover, joystick rotator, and antigravity tweaker.
2011-02-08 10:20:00

Author:
Bremnen
Posts: 1800


Are you making sackboy control it or is the sack bot following or fleeing from something? cause it kinda depends.2011-02-08 17:54:00

Author:
LOLinator v1.02
Posts: 101


You control.

You wouldn't need the DCS if it were fleeing.
2011-02-08 18:17:00

Author:
Bremnen
Posts: 1800


Yes, the sackperson in the Trasmitting contollinator is where the sackbot is emitted from, so wherever you move is where the the Sackbot goes.2011-02-08 20:05:00

Author:
Silverleon
Posts: 6707


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