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Making Controllinator Objects "Jump"
Archive: 7 posts
Hey, me and my friend would like to make a mine-cart level, but we want the cart to be able to jump, similar to Donkey Kong Country. I tried using a simple mover and a timer, but it didn't work, can anyone recommend something better? | 2011-02-16 03:19:00 Author: Unknown User |
Hey this was a problem that took me forever to solve. The jumping can be done with a basic mover, TWEAK THE DECCELLERATION TO ZERO. the mover can be set to a counter and timer combo that is activated by an 'AND' gate. The AND gate will be activated by 'X' or whatever button you like AND impact sensors on the wheels that are activated by being in contact with the tracks. Its kind of explained it backwards but after of hours of trying and having objects hover endlessly i checked out the logic from the mechapup it really helped me understand how the timers and counters work into making you only be able to jump once. Let me know if you have questions. | 2011-02-16 03:44:00 Author: Ace29 Posts: 132 |
Thanks, I'll be sure to give that a try. | 2011-02-16 23:09:00 Author: Unknown User |
the impact sensor works. buttt, can be bad for some parts, another way is using a timer and setting to timer to reset itself for parts of the lvl that are **cheatable** anyways hope that helped | 2011-02-17 03:45:00 Author: Distinct-Creator Posts: 198 |
I just published my level Turtle vs. The Volcano http://lbp.me/v/xx086c it has a jump chip as a prize for completion, all that is needed is impact switches connected to the OR gate, and then you can tweak the mover/timer as needed. | 2011-02-17 17:32:00 Author: Ace29 Posts: 132 |
You mean XOR? THe only way I have had it work is having the XOR with an up and down timer, and the end of the down timer clears the XOR so you can't double jump. THis was for something upside down, so the change in height would be an issue, so then the impact added to that seems logical. Does the impact stay on as long as it is touching? I always figured it wwas a one shot thing...that is kind of good to know. | 2011-02-17 18:15:00 Author: celsus Posts: 822 |
the OR gate is because i had 4 impact switches, one for each leg, the output of the OR gate is connected to an AND gate that needs at least one "leg" on the ground AND input from 'X' to make the object jump. The AND gate's output is what starts the counter/timer/mover process. Also there is only one 'up' mover on my jump chip, the deccelleration set to zero is what brings you back down to the ground. | 2011-02-17 18:37:00 Author: Ace29 Posts: 132 |
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