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Direct-Controlled Sackbot queries.
Archive: 2 posts
Could anybody possibly help me with my Sackbot related issue? I'm making a (pardon my geekiness) Vs. Sonic level. Essentially I want it to be Sonic vs Tails vs Knuckles vs Eggman in a 5 minute fight. Obviously some people won't have the costumes so I decided to use Sackbots (plus Sackbots can get amazingly customised) At the start of the level you get to choose (or fight for) which Sonic character you would like to play with. I've managed to attach a Controlinator to my different Sackbot's and a Follower to the circuit board so it looks like I'm actually controlling the Sackbot in my level. I also made it so that when they jump they spin around. However I'm confused as to how I would be able to score points. I want the Sackbots to "die" when they get shot with rings and/or get jumped on. But I'm not sure how (if at all) I could make the Sackbots die (explode, fade away) and then come back. For example, Sonic shoots Tails with a ring, Tails explodes and Sonic gets 100 points. Tails the Sackbot would then return to the game as if he weren't a Sackbot but just a normal Sackboy. Also how would I be able to make rings shoot out of their hands? I know I could just use a Creatinator but I'd rather not If anyone can help I'd really appreciate it. Sorry I rambled a bit. | 2011-02-13 23:36:00 Author: SirCrudNoodles Posts: 9 |
Ok so I can see in my head how you would start to get this working but its not the easiest thing to explain so forgive me if I lose you. For starters what I would do is put a colored tag and on the ring projectile unique to each player (blue for sonic, yellow for tails, pink for knuckles, and red for eggman). Then on each bot wire up 4 tag sensors, one for each color have those run to an OR gate wired to a destroyer. That will blow them up when they are touched by any of the 4 tags. You could then wire each tag sensor to turn on a 2nd colored tag on the same mc that triggers a max radius tag sensor on the bottom wired to score givers, just match the tags so when blue ring touched eggman, blue tag is activated, turning on blue tag sensor awarding points. I recommend using a 2nd mc here to keep the wiring clean. Run a button off your controlled bots dcs to a one shot counter to an emitter and have it fire the appropriate ring for the bot. I use a similar logic except I wire the left analog to a direction splitter to a 2 port selector and run each selector to an AND gate and wire the AND to two different emitters, one facing left and one facing right. That way when facing right you fire to the right and vice versa. Sounds alot more complicated but its really not once you see it working. As far as jumping on a bot thats a little trickier, you could just put a tag on each bot and wire a tag sensor to the destroyer so when they come into contact they blow up, the problem is that if you were to do that it would destroy both bots when they met, perhaps tweaking the radius to only look for the tag directly above it would solve that problem but there still could potentially be issues. As far extra lives, have 4 emitters wired up to spawn 1 of each bot and set thier Max Number emitted to 3-4, max emitted at once = 1 and Do Not Destroy When Max Emitted Reached, that will only allow 1 of every bot at any time and will only spawn once one is destroyed. I would recommend Placing a mc under the spawn point that contains tag sensors for every color bot wired to counters. Then wire the counters to a game ender that can tell when you have only one survivor. Like Blue Tag Sensor to a 4 count counter wired to a toggle, then wire the toggle to an OR and the OR to a 3 part counter and that counter to a game ender. Repeat for the other colors. Just sortof of came up with all that from my head so sorry if it doesnt help or doesnt work exactly as I describe but hopefully it will at least point you in the direction of how to get going. Hit me in game if you need more help. | 2011-02-14 17:54:00 Author: Unknown User |
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