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Crosshair(reticle) help needed for top down side scrolling level
Archive: 8 posts
I have created a top down side scrolling level. Everything works except for the crosshair reticle. I need it to stay on screen at all times like in the story level with the camel. I set TAGS on holo material all the way around the viewable area and placed 4 TAG SENSORS on the crosshair itself coresponding to up, down, left and right and each connected to a seperate MOVER set accordingly. The ADVANCED MOVER is connected to a seperate controlinator. It all works if I set the speed of the ADVANCED MOVER to 10 or less but I need it at 40 ideally, With the speed set to anything above 10 the crosshair will go right through the TAG border and get lost. I also have to use the local space setting to allow the crosshair to move correctly around the screen because it is top down and scrolling from left to right. This also effects the TAG SENSOR and/or TAG for some reason, (have an idea but it may be able to be worked around but not sure). Any help would be appreciated. Thanks. Configuration: Halo Crosshair with microchip. Microchip has ADVANCED MOVER and 4 regular MOVERs on it. ADVANCED MOVER connected to separate CONTROLINATOR. MOVERs connected to SENSOR TAGS. (SENSOR TAGS are directly attached to crosshair for up, down, left, right) ADVANCED MOVER set to SPEED 40, LOCAL SPACE=YES. MOVERs SPEED set to +/- 10 corresponding to up, down, left, right, LOCAL SPACE=NO. | 2011-02-15 22:39:00 Author: non-dooder Posts: 2 |
If I were you I'd get rid of the movers and change the signal of the advanced mover instead when it's about to leave the screen. You can do this by using AND gates, the inputs of which are the direction splitted up/down or left/right signals, inverted using a NOT gate, and the output of the tag sensor on the boundaries of the play field (I'll get to this later). That way the output of the and gate will only activate when input 1 is active and input 2 is inactive (in other words, when you're pressing the direction buttons or analogue stick in the desired direction and not colliding with the trigger area of any tag sensor). Once you've done this for all four directions, just combine the up/down and left/right directions again with a direction combiner and you should be good to go. As for your problems with the sensors not working at high speeds, a simple solution for this is to place the TAG on the crosshair and the sensors on the boundaries of the screen instead, with a trigger angle of 180?, pointing outward. If you specify a big enough trigger radius, then speed won't be an issue, since the tag sensor won't turn off and your crosshair will come to a halt. I hope this answers your question. | 2011-02-16 09:24:00 Author: sny Posts: 144 |
Firstly, thanks sny83 for the help. I have tried this method and it does work. The problem is that when the crosshair stops at the border, it will not move again. I have tried many different configs with the logic suggested but still I can't seem to get it to work. Maybe if we could meet up in create mode I could show you my level and you could see the problem 1st hand. | 2011-02-21 19:12:00 Author: non-dooder Posts: 2 |
Sure, I can take a look at the logic. Toss me an invite when we're both online on PSN. | 2011-02-21 19:57:00 Author: sny Posts: 144 |
Firstly, thanks sny83 for the help. I have tried this method and it does work. The problem is that when the crosshair stops at the border, it will not move again. I have tried many different configs with the logic suggested but still I can't seem to get it to work. Maybe if we could meet up in create mode I could show you my level and you could see the problem 1st hand. This is what I had trouble with. My solution should work (IIRC it's exactly what I use), but 'bounces' off the edge. My current use for it is as the reticule for my space RPG. Use left stick to move ship, right stick moves reticule. Many more functions, but that's all that's relevant here. I'll explain more below: Put a tag (1) on the reticule. Put an impact sensor (1) on the border. Attach the sensor to a tag (2) located at center of screen (or spaceship in my case). Since only one follower/advanced move can be active at a time (don't see why though, would make this much easier if it were allowed), you need to deactivate the mover used to move the reticule when tag (2) is active. Make 2 microchips on the reticule, one activated by impact sensor (1), the other with the sensor (1) going through a NOT gate. Put a follower (2) [max range at something high, no/very small min. range, speed=very fast] in the first microchip, and your adv. mover in the other. This will pull the reticule back to the center, spaceship, etc. when out of range. You can use a DCS receiver to avoid wires crossing the screen when creating. The follower needs to be very fast in order to keep up with all the movements of the screen, which is in my case, very rapid (0-30 thrusters, warp drive = increasing up to 100) Adjust the deceleration of the adv. mover to something just less than 100% (allows the reticule to continue moving away from edge even after follower is deactivated). This will (hopefully) prevent it from getting stuck at the edge. Hope this helps. If you have other things you'd like to try, post them, it's likely I've already attempted most of them. | 2011-02-22 01:53:00 Author: SSTAGG1 Posts: 1136 |
http://www.youtube.com/user/SilverScorp91?blend=2&ob=1#p/u/0/2TcyNkqxMAA | 2011-02-22 04:53:00 Author: HornyApple Posts: 3 |
LOL, yet again, my creation skills went above and beyond the realm of simplicity. Thank you for that reference. MUCH better than my method. | 2011-02-22 07:44:00 Author: SSTAGG1 Posts: 1136 |
I used a similar approach, but with a berjillion tags (of a single colour) on the frame so it was pretty well covered, and four directional tag sensors. SilverScrop91's solution is... More graceful. | 2011-02-22 16:37:00 Author: Unknown User |
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