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How do I explain to a sackbot that it's OK to jump across a dangerous pit?

Archive: 12 posts


I'm working on A.I. bots for my versus level (so as not to exclude single players from playing it) but the freakin' bots are dumb as rocks. I've managed to explain the ins and outs of the level design to them except for one part: there's a pit that you can easily jump across (given the low gravity of the level), but the bots are scared of it. I've got them set to "Afraid of heights: No" and "Afraid of Danger: No" but he still walks up to the edge and just stands there looking at me. Everywhere else in the level, he'll follow, but he's scared to jump across this little pit.

I tried tag sensors and stuff to force him to jump and turn on a follower but I can't seem to get the follower to apply only to lateral movement and not vertical, so it dampens his jump causing him to fall into the pit (which ironically justifies his fears, I suppose). I thought I'd be sneaky and build a bridge across the pit with dead material so he'd think it was filled in (there's a grabbable thing in the pit that will save you from dying and logic to tell him to grab it), but he was on to my little scheme and refused to step onto the dead bridge.

So how would I explain to him that he is in fact fully capable of jumping across the gap?
2011-02-14 20:13:00

Author:
Sehven
Posts: 2188


Did you have the follower set to not allow up/down movement?
Maybe set the sackbot to have reduced gravity while the follower is active?
Your well known for being better at this stuff than i am, but i figured i might toss a couple ideas out there to kickstart your thought processes.
2011-02-14 20:20:00

Author:
Deftmute
Posts: 730


Tag sensor and mover? Give him a little temporary angular velocity when he gets to the edge of the pit and he won't have a say in it. Kind of like the bounce pads.2011-02-14 20:20:00

Author:
Shanghaidilly
Posts: 153


The best way to make him jump a pit of something is to use a preset sequence of movers. You'll need to set up tags and tag sensors, as well as some other basic logic to detect what side of the gap you are on and which way you want him to jump.

In fact, you don't even need to use movers- put batteries in the sequencers and connect the batteries to the jump button and one direction of the analogue stick in the controlinator (put the controlinator in the sackbot's circuit). You should have two separate sequencers telling the sackbot to either jump right or jump left.
2011-02-14 20:20:00

Author:
Weretigr
Posts: 2105


I know it may sound stupid, but what about the setting that says Sackbots can jump?2011-02-14 21:06:00

Author:
wizaerd
Posts: 159


Place a tag on the edge, then a Tag sensor which connects to an Input of a Controlinator's X & L-Stick Direction2011-02-14 21:36:00

Author:
Nurolight
Posts: 918


Yeah, I had kinda' dismissed the option of directly manipulating the controllinator, 'cuz I wanted his following behavior to handle it... but his following behavior is a moron, so I guess I'll have to rig some logic that can tell where the player is in relation to the pit and then force the bot to jump to the other side if needed. I was really hoping I could rig his behavior to handle it, but he's a freakin' coward. A tag on the edge of the pit won't be enough, though, because of the bounce pads near the pit, but I should be able to rig something.2011-02-14 22:38:00

Author:
Sehven
Posts: 2188


I've had this, I built a section of platforming in my lab level (mwahahaha) all working with a jumping,following sackbot. Captured the section and the bot, plonked it into my current w.i.p and the bot now doesn't want to follow. They're fickle little blighters.2011-02-15 01:05:00

Author:
julesyjules
Posts: 1156


Yea sackbots are ridiculously stupid. Never rely on their premade A.I, always make your own.2011-02-15 01:06:00

Author:
Bremnen
Posts: 1800


Got it sussed now. I put 180 degree player sensors and tag sensors on the wall and ANDed them together so that if the player is on one side and the bot is on the other, a tag will light up telling him to move to the other side. I'm still trying to explain jumping to him, but he's very good about grabbing onto the little thing in the pit to save himself from falling, so it's not too bad. Ironically, it actually took a while to test if he could kill me because he had gotten so good at killing me that I could never get into position to test him 2011-02-15 01:16:00

Author:
Sehven
Posts: 2188


For jumping you would have a dcs with a battery hooked up into the X button and the direction. put that in a microchip and turn the micro chip on when the other thing is activated so he jumps when he's told to cross. You could either copy that microchip or use a direction combiner to make him jump the other way.

Watch out with batteries though, they become unhooked with copied.
2011-02-15 02:13:00

Author:
Bremnen
Posts: 1800


Yeah, I got the jumping working now. There was a flaw in my logic: a NOT gate that was supposed to reset a timer, but turned out to not only be redundant but it also prevented it from working at all for some reason. Works great now and he's pretty good at killing me, so I'd say he's a decent A.I. enemy.2011-02-15 04:09:00

Author:
Sehven
Posts: 2188


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