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#1

Emitter Direction? logic???

Archive: 11 posts


Hi everyone!
I'm trying to make a fireball emitted.go to left or right depending on my character possition
for an example i press x button to fire but ir always appear by the same way i put it i need it could do it backwards too
does anyone have an idea on how to do it?
i guess 2 emitter one each per side but i need it to remember what side it fire to continue fireing to that side

i hope i described it right

It`s something like Smash Bros simple button power stantanding to one side it fire by that side if you are turned around you fire to the new direction


thanx for helping
2011-02-11 01:24:00

Author:
Unknown User


OK im pretty sure u mean this right? walk left press X shoots to the left.walk right press X shoots to da right. What i would do is put a SELECTOR that has 2 ports.Add the top port to one of the emitter and the bottem to the other. Then change the selector setting to DIRECTION.Im not to sure if the game does have DIRECTION thing for selector.O i forgot to say hook up the LEFT/RIGHT to either the CYCLE or the ports.Im pretty sure thats what you do what u are asking for2011-02-11 02:40:00

Author:
killmanx27
Posts: 66


A directional splitter hooked up from the analog stick to the selector two select one of the two emitters. I don't know if its that simple or if you would need toggle switches before the selector so it would stay in the right direction even if you weren't pressing the stick left or right.2011-02-11 03:31:00

Author:
Ace29
Posts: 132


Thanks!!! thats how!!! i`m pretty sure it is
but what AceMcMann says is not at all i want the up is pressed tu turn up if not it will be back to de center like smash bros
thats why keeping it turning always on could be some frustrating, i guess...
i want it to come back to the original psition (center)
any ways its interesting to know it, thanx both =)
2011-02-11 05:08:00

Author:
Unknown User


Yodalejandro, I was having the same problem. I couldn't find anything to help me and I was searching for hours. I kind of came up with my own method of doing it, and it works just like the creatinator. I'm going to definately try the suggestions mentioned above, but something else you could do is first is create a piece of holograph material in the shape of a thin skinny rectangle. set it's brightness to 0%. Attach it to the sackbot's midsection with a wobble bolt so that the holograph rectangle extends just past the sackbots body ( kind of like a gun that's attached to your stomach). Set the rotation of the wobble bolt to 180 degrees, the angle at 270, the timing at 2.0, the strength to 30%, Put "Reversed" at Yes, and input action to forwards/backwards. You now have to attach your left/right thumb stick on your controllinator directly to the holograph material. You should now be able to move it left and right freely. If you also want to aim upwards and diagnally, attached a one way mover directly on the holograph material and set it's up speed at about 10 and its strenght to about 60%. 0% deceleration and set to on/off. From here you should have complete rotatioin of the holograph material attached to his body. Now you're ready to add emitters. Just place a microchip directly to the holograph material, attach your emitters to the microchip. Be sure to emit directly in front of the holograph material (like a gun). Attach your shoot button to the emitters and Bang. It should work. It works great for me. I seen someone do this on a youtube video with a tremendous amount of logic. I felt my way was a bit more LBP1, but easier. I hope I didn't make it sound complicated, because this way is really simple.2011-02-11 06:07:00

Author:
rambo3416
Posts: 179


thats sounds kinda useful
coul you make a video or something? i got los reading it and missunderstud everything at the end xd
but you say it is easy so can you make an example?
2011-02-11 08:07:00

Author:
Unknown User


Where exactly did you get lost? I explained it step by step. I know it's a lot to read, but there really isn't a lot to it. I'm really not in a position to make a video at the moment. Sorry. But just try your best to follow step by step. If done the way I explained, it should work just like the creatinator without the huge helmet on your head. I guess the only negative in doing it this way is, by it being an invisible hologram you're emitting from, you can't see where you're aiming until you start shooting. But it still works great. Explain exactly where you got lost, maybe I can re word it to make it more understandable.2011-02-11 13:24:00

Author:
rambo3416
Posts: 179


Where exactly did you get lost? I explained it step by step.

Something that might help, and this goes for all tutorial creators, it to format the instructions as actual steps. Right now, it's all paragraph form, and is difficult to follow in a step by step approach. (Not so much for me, since it's not a tutorial I was particularly interested in, but it's jut a general tidbiit that instructional steps are easier to follow that a large paragraph).
2011-02-11 15:00:00

Author:
wizaerd
Posts: 159


Took me about 5 minutes to come up with this:

http://ib.lbp.me/img/ft/22bf9d707edd68000bdf82a7fb7aa200a7431f58.jpg

- 1st component, controlinator, top middle in pic, set on holo 1 large grid big, thin layer, middle thin plane.
- Follower unit set to follow tag labeled 'bot' in sack bot (green tag left chip board).
- Set to 'transmit', blue frequency, Controlinator in bot set to recieve, overide sackbot > yes.
- left stick outputs input into direction splitter.
- Direction splitter outputs: + [plus] > right tag on component 2 / - [minus] > left tag on component 2.
- Whats this does: When a possitive analogue signal is output from the left stick (when its pushed right) the + ouput on the splitter sends a true state (+1 digital) output to the right hand tag, turning it on. When the negative analogue signal is output from the left stick (when its pushed left) the splitter sends a true state output to the left tag, turning it on. You'll see what the tags are for soon.

- 2nd component, Thin holo with wider center point set below the longer piece, closeup:

http://ic.lbp.me/img/ft/a9c2e8b65b787464360e061d4e0739d39b9cc488.jpg

- Center chip has follower unit, again set to follow 'bot' tag in sackbot. Note the chip is set on a holo outcrop below the horizontal axis, this is intentional.
- A tag on each end of the hollo, Not labeled, if your logic gets more complex you may want to add labels, something like 'run aim'. to not confuse other possible sensors/logic units.

Component 3: Circular thin holo.

Close up:
http://ib.lbp.me/img/ft/13b10904168f82c9ecfb62616c45e16edbb20a98.jpg

- Follower unit set to follow same 'bot' tag.
- Top right on chip board is a 'look at' rotator. Set to look at tags on component 2 when triggered.
- Bottom left on chip board is a joystick rotator receiving input from transmitting controlinators right stick outputs.
- OR gate also receiving input from same right stick ouputs. OR gate in to NOT gate. NOT gate going into look at rotator.
- Emitter emits 'fireball'. velocity > 15. emitted object placed 4 small grids straight up from chip (emitter will emit from chip location). Emitter triggered with R1 from trasmitting controlinator.
- Whats this does: When left stick is pushed left, sackbot moves left, left tag triggers on state, look at rotator 'rotates' holo with chip containing emitter to face left tag. emitter rotates with holo, emited object emits towards left tag. Same thing happens when stick is pushed right.
(The reason for the lowering of the follower unit on the holo with the tags: The tags sit higher than everything else, look at rotator will rotate hollo to an angle slightly higher than horizontal, emited object will 'arch' slightly against gravity. it leaves it more headroom to not scuff into floor to early.)
- Continued: Logic will follow this system until right stick is moved, right stick will trigger inputs into not gate, turning off look at rotator while simultaniously providing the joystick rotator with analogue input, the holo with emitter in chip will move to an exact angle mimicking angle of right analogue stick on pad, ergo the emitter will shoot at an angle as defined by manual input. regardless of movement direction of bot.
- As soon as right stick input becomes neutral not gate triggers look at rotator back into on state and the emitter will immediately orientate itself depending on which direction bot is moving. Else, if bot is not moving, the angle will stay fixed at the angle right stick analogue input left it at.

Optional, could set R2/L2 input into emitter and set emitter to speed scale to manually alter the frequency of emission. Note, if this is done the frequency set in emitter will be reached when +100 input from analogue input is reached. Set this quicker than you think you need to, slightly squeezing the trigger will only put fractional % analogue input into the emitter and the emition rate will therefor be a corresponding % of the frequency set in the emiter.

Hope this helped.

peace out. (funny note: it took me longer to write this than think up that little system... lol)
2011-02-11 16:58:00

Author:
Epicurean Dreamer
Posts: 224


nice work mann pretty awesome thats thinking really logistc
its like simple and easy way xd
mine now works but is everything made with logic gates, a few, but take me some time and little help to made it, now works perfect =)
i will give a try to your way, i think, it has more aplications =)
2011-02-12 07:09:00

Author:
Unknown User


no problem man. use it any way you think you need to, adapt it e.t.c. Glad i could help 2011-02-13 02:12:00

Author:
Epicurean Dreamer
Posts: 224


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