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Is there an easier way to make a Player Movement sensor?

Archive: 14 posts


So, hi LBPCentral!

I'm not sure if this should go into the Help!-section or the Tutorials-section, so Mods, feel free to move this if I post in the wrong forum part!
I've been working on a sensor that can sense which way the player is moving, and it works pretty well at the moment. But it feels sort of overworked. Is there maybe a more "digital" way you can achieve the same/a better result?

I'll try to explain what I've done with pictures that I drew. Haven't been able to take screenshots. Here we go.

1. So this is Sackboy. Not Sackbot. Sackboy.
http://i.imgur.com/Gal9W.gif

2. This is an invisible hologram with a Follower that follows the player. The Player-hologram. The basic stuff.
http://i.imgur.com/1v5Mg.gif

3. This is a very crude and basic illustration of my sensor. The Sensor-hologram. A piece of hologram with two pieces of colored hologram at either side (just to see that the sensor works). It is glued to the Player-hologram. You could make it the same hologram if you'd like, but I like it this way.
http://i.imgur.com/VRTcR.gif


There is two Player sensors attached to the Sensor-hologram, as you can see. They're both tweaked very very carefully into almost sensing the Player when you're stationary. When you start to move in one direction, the small delay between the Player and the Player-hologram causes the Player to barely step inside one of the Player Sensor's range, and by that you've got a hologram that can sense the way your Sackboy is moving! Hook up each Player Sensor to the red and the blue hologram pieces when you're tweaking the sensors. That way you can easier see when it's sensing the Player.
http://i.imgur.com/O9CRU.gif


I hope it's not that confusing to undestand what I've done.
But the thing is, there's got to be a more efficient way to sense Player movement, right? Or at least improve on my sensor?
Have you guys got any ideas?
2011-02-12 19:55:00

Author:
Unknown User


You could put a sensor with a 180 degree radius on the tips of the left/right sides of the holo and the follower is a TINY bit slower than you.

But your idea is pretty good any, just maybe needs a gyroscope to stabilize it if it starts to go wavy-davy.
2011-02-12 20:45:00

Author:
mutant_red_peas
Posts: 516


I'd say that's about as efficient as it can get if you're trying to track left/right movement irrespective of where in the level a player is. If you only wanted to sense his movement in a particular room or smallish area, there would be other ways, but yours is still probably more efficient.2011-02-12 20:55:00

Author:
Sehven
Posts: 2188


I'd say that's about as efficient as it can get if you're trying to track left/right movement irrespective of where in the level a player is. If you only wanted to sense his movement in a particular room or smallish area, there would be other ways, but yours is still probably more efficient.

So you pretty much nailed it.

Yours is a pretty accurate one, set up so it activates EXACTLY when you move and not when you're still.

It's like the slightest movement wakes up your dog and it wakes up the neighbours living in the next 3 houses in each direction
2011-02-12 20:58:00

Author:
mutant_red_peas
Posts: 516


Im not to sure what your trying to do? Detect if the player is moving?

If so, you can jut place a Player sensor into an AND gate. Place a DCS (Controlinator) and set to recieve from player) Put the L-Stick Left/Right output into the AND...

Now it'll detect if the player is 'Moving' - in a sense
2011-02-12 21:02:00

Author:
Nurolight
Posts: 918


Im not to sure what your trying to do? Detect if the player is moving?

If so, you can jut place a Player sensor into an AND gate. Place a DCS (Controlinator) and set to recieve from player) Put the L-Stick Left/Right output into the AND...

Now it'll detect if the player is 'Moving' - in a sense

Isn't there no need for an AND gate, seen as left/right come from the same wire?

But good suggestion, I think that's more accurate...
2011-02-12 21:07:00

Author:
mutant_red_peas
Posts: 516


Im not to sure what your trying to do? Detect if the player is moving?

If so, you can jut place a Player sensor into an AND gate. Place a DCS (Controlinator) and set to recieve from player) Put the L-Stick Left/Right output into the AND...

Now it'll detect if the player is 'Moving' - in a sense

Oh hold on. You can make a controllinator sense the buttons you're pressing without having your Sackboy enter one?
2011-02-12 21:48:00

Author:
Unknown User


If the above is the case you could also use a direction splitter on the left/right to whittle down as to not only when the player moves but also the direction! Good shout on that one Tommy.

Littlebig Peggles.
2011-02-12 22:08:00

Author:
Unknown User


Oh hold on. You can make a controllinator sense the buttons you're pressing without having your Sackboy enter one?

Absolutely. Set the controllinator to "Receiver", and its frequency to "controlled by nearest player". This gets a little tricky if dealing with more than one player, however.
2011-02-13 01:40:00

Author:
xero
Posts: 2419


That's good to know about the controlinator! I had no idea.

I was thinking you could also place a gyroscope on your holo follower pointing up with about 70% strength. Then put a rocket rotator on there with higher strength. When you move, the rocket rotator will point in the direction you are going. when you stop, the gyroscope will rotate your follower back into a neutral position.
2011-02-13 01:48:00

Author:
tdarb
Posts: 689


Or just a gyroscope. It is set up (player movement sensor) to sense the slightest of movements due to the radius.

It could do with staying upright.
2011-02-13 07:12:00

Author:
mutant_red_peas
Posts: 516


Absolutely. Set the controllinator to "Receiver", and its frequency to "controlled by nearest player". This gets a little tricky if dealing with more than one player, however.
True... but doesn't the follow-holo set-up (as described in the OP) also get tricky with multi-player?
2011-02-13 07:44:00

Author:
v0rtex
Posts: 1878


Yes, as it follows the player but it will switch players if 2 players run across eachother.

However if every player has a movement sensor it won't matter if they cross over 'cos they'll take the other person's sensor and they'll get yours.

But what happens if or some reason you end up with 2 sensors?

Maybe one is emitted as you're spawned. Or is there an option to 'Follow Player 1' or something?
2011-02-13 07:59:00

Author:
mutant_red_peas
Posts: 516


Thank you all for the help! I think the controllinator with the direction splitter is the thing I was looking for, so I'll experiment a while with that one!
I'm aiming at making a Single Player level, so the Multiplayer problems isn't something I'll worry about. Yet.
2011-02-13 15:34:00

Author:
Unknown User


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