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#1

Force player to stay in boundary

Archive: 6 posts


I played a level a few weeks ago (i forget the name) but it was kind of a shout out to Heavy Rain. Anyway, the creator made it so if you start to walk off camera, the sackbot you're controlling just walks back the other way, away from the edge of the screen.

This is a great way to keep players inside your boundaries and cuts down on having to fill in all the gaps off camera.

I figured I'd just put a behavior thingy on my sackbot and record him walking away from the edge of the screen, then hook a tag sensor to it and put the tag near the edge of the screen.

Long story short, this doesn't work. At least not how I have it. The tag will trigger the action, but I can just override it and run right past it if I want to. If I stand still, the sackbot will walk away like it's supposed to, but I can't seem to get this to absolutely force the player away from the edge no matter what. Any thoughts?
2011-02-09 21:58:00

Author:
ccapel
Posts: 100


What you could do is override your sackbots movement, and use a mover to push him back into position.
Disabling character controls using a tag switch on the boundary and have your sackbot with the tag. If I remember right you can turn off buttons inside a DCS inside the sackbot to disable certain actions. Then have it so when you are back in position the controls are re-enabled.
2011-02-09 22:20:00

Author:
Unknown User


Put the reciever controllinator into a microchip and disable it whenever you activate the animation.2011-02-09 23:46:00

Author:
Yofig
Posts: 288


You could try the following: Use a tag sensor to activate the 'turn around' behaviour as you did. Place your receiver controlinator inside a new microchip instead of directly on the Sackbot's circuit board. This new microchip has an on/off input, which you can use to disable the receiver controlinator. If you now connect the tag sensor via a NOT switch with the microchip on/off input, your remote controls should be active as long as you're not near the boundary tag. When you activate the tag sensor, the new behaviour will be triggered and the remote control inactive until the Sackbot leaves the tag area again.

Edit: Haha, Yofig beat me to it
2011-02-09 23:47:00

Author:
Unknown User


Thanks for the replies. I'll give that a go when I get home.2011-02-10 00:47:00

Author:
ccapel
Posts: 100


Hey

The level you played was probably mine. "The Lost" ring any bells?

Anyway, the character was a sackbot. Inside his microchip, he is controlled by a controllinator, which is located insidie a microchip. Anyway, he also has a tag (lets call it, red1). The boundries are basically invisible hologram material, which have an IMPACT sensor on them - and when the tag red1 comes into contact with this sensor, it deactivates the microchip with the controllinator in it for a short period of time (a few seconds), and whilst this is happening, it activates a behaviour chip which means the sackbot moves as he does, away from the wall. This is done by activating the new behaviour chip and deactivating the DCS for a few seconds with a timer, before it reactivates both the DCS and the old behaviour chip where he's just... normal.

Does any of this make sense? I hope you found it helpful - if not, post a reply here and I'll see what I can do.

2011-02-11 02:47:00

Author:
standby250
Posts: 1113


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