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Advanced Sackbot Control

Archive: 24 posts


How to control Sackbots ? This question has been answered many times. If you already know how, skip to the 3rd part. (I explain how to get rid of the annoying DCS sound in the second part)

PART 1 : Control
First, place a DCS (controllinator) somewhere. Set it to transmitter. Place a DCS on the Sackbot's microchip. Set it to receiver. Now make sure they both have the same label color. That's it, now you can control the sackbot. What ? Oh right, the camera doesn't follow the bot. You have to place a movie camera on the sackbot's microchip. Tweak the time to endless, and connect the ACTIVE output of the DCS to the camera input. Now when you are inside the DSC, the camera follows the sackbot.

PART 2 : Point bubbles, poppit, death and switches
With the first method, the sackbot can't collect bubbles, and the poppit comes out of the Sackboy. Killing the bot doesn't kill Sackboy, and the bot doesn't activate player switches. Put the transmitter DCS on a hologram block. Set the holo brightness to 0% and the DCS to invisible. Delete the movie cam you made before. Place a magnetic key on the sackbot's microchip and a follower on the hologram. Set the follower to the same label and color, and hook the ACTIVE output of the transmitter DCS to the follower. Place a global sound tweaker on the DCS and set the sound effects to 0%. Put a player detector and hook it to the sound tweaker. Change the input to one-shot. Now place a timer inside the DCS and set it to one second. Place a second sound tweaker and make sure it is set to the default settings of your level. Hook the Timer to the sound tweaker. Hook the ACTIVE output of the DCS to the timer. Now what is the use of this ?. Put the holo block in a tunnel (with a thin wall in front of the tunnel), the player won't be able to see it. Place the sackbot at the end of it. Make sure the transmitter DCS is set to oblige the player to enter it. You can let the popit on. Now when the player enters the tunnel, the sounds are off, so you don't hear a lame bip when you enter the DCS. Next, the follower will reach the sackbot. Make sure the follower has a big enough radius and speed. The camera will follow the sackboy inside an invisible DCS over an invisible holo block. If you destroy the holoblock, the sackboy inside the DCS dies.
2011-02-19 21:17:00

Author:
Unknown User


I removed the part 3 as the part 5 posted by someone else is better to tell how to do things easy. And the part 6 I just wrote.
-------------------------------------------------------------------------------------------------------
PART 4 : NO SEAT
You can control a Sackbot without a DCS by using the receiver's special function "controlled by closest player". Be sure to put the receiver DCS on a microchip that gets activated by a player sensor. This allows the player to control a sackbot and a sackboy at the same time. It can make pretty cool levels. Also, this is great for one-player levels with lots of sackbots. If you set the override option to no, the player will not be able to control the Sackbot. Take a new bot and place two microchips on it. Inside the first one, place a DCS set to receiver, "closest player" option, "override sackbot" option set to "no". Inside the second microchip, place the same microchips you used in PART 3, one for each action (left, right, jump, grab, etc.) but don't link magnetic key detectors this time. Instead, hook any buttons from the DCS in the first microchip to them. Place a player sensor somewhere, and hook it to the microchip that contains the DCS. This allows you to change buttons that control the sackbot. Using this trick, you can move the player with the left stick and the bot with the right stick.
-----------
PART 5 : CHANGING THE CONTROLS - - - by Shuriken_Star

Basically, you'd need 3 controlinators (yeah, the third may make no sense, but it will as I explain). The first controlinator is for sackboy to jump into, set to transmitter. The second controlinator will go in the sackbot's microchip area, set to receiver of the same color of the previous controlinator, but NOT set to "override sackbot". Now, the 3rd controlinator also goes into the sackbot's microchip, next to the 2nd controlinator. However, the 3rd controlinator should not be set to transmitter or receiver, and must have the "override sackbot" function enabled. At this point, the sackbot cannot do anything if you jump into the first controlinator & press all the buttons. Now, you can customize your controls for your sackbot by wiring the output of the second controlinator into the 3rd's inputs (same buttons if you want, or different if you want your own controls). Now here's the confusing part: You can put logic between the 2nd & 3rd controlinators to create your own custom sackbot actions. One example is an instant smack activated by R2/L2, where you would set the output to come from the 2nd controlinator, create a microchip containing logic that would activate the 3rd controlinator's buttons sequentially for a smack (hold R2/L2, then quick right/left analog stick "movement"). The cool thing about using 3 controlinators is that you can respawn the same bot, after the previous dies, and you can retain all the custom sackbot controls. Wiring this gets very confusing sometimes, so try it only if you have the patience and the logical ability. I've used this system to create a partially-complete Metroid Samus shinespark ability. A shinespark is basically a temporarily stored boost dash that you can release into 5 different directions( left, up, right, & diagonally left/right) which doesn't deactivate until you hit a solid wall. It uses a LOT of logic, but it is quite effective for what I have completed. Hopefully this explanation may prove useful to a lot of creators, but not too confusing
-----------------------------
PART 6 : Movie Tools and Complex AI
You might wanted to make a film, but you found out that it was hard to control arms, emotion, movement and speach at the same time. The solution is here. Place a DCS on the sackbot. Set its overide sackbot to NO. Now place a second DCS and set its override to ON. Hook the needed buttons from the first DCS to the second one, just like in part 5, but connecting buttons to the exact same buttons on the other DCS. You'll only want to use X and the two sticks. Next, program emotion chips for the sackbot and hook buttons from the first DCS to these emotions. This allows you to change directly between 2nd and 3rld level emotions, between crying and showing your tongue. Just hook the Dpad buttons (split them with splitters, remember!) and the R1-R2-L1-L2-L3 or any button you don't need to actually move. If you want to be able to move the sack's head, remember to hook SIXAXIS outputs from the DCS #1 to the DCS #2. Now all you have to do is simple : create another sackbot and make it remotely control this sackbot. Make sure to make the cam follow the actor. Then record a set of actions for the sackbot in the DCS controlling the actor. That allows you to smile and use many pre-made actions in one.

This method allows you to program complex animations for movies. Remember to record speech in bubles and to hook buttons to them as you want the actor to talk, not the driver ! If you don't want to use a remote control seat, instead of linking the actual buttons of the first DCS to the emotions, use tag sensors. Next, make a hologram follow the bot with a tag follower, and place a sequencer on this block. Place the tags matching the tag sensors on the sequencer to program an animation. Or you could just place the tags on the path and make the bot move according to it : grab when you detect a grab tag, then let go when you reach the let go tag, then walk left near a left tag...

---
EDIT : VIDEOS FROM COMPHERMC
http://www.youtube.com/watch?v=JFVazXuQ1bc&feature=related
http://www.youtube.com/watch?v=5bDTsD29o-I&feature=related
2011-02-19 21:47:00

Author:
Unknown User


Nice. This could really be of use to many people who are having trouble making awesome bots.2011-02-19 22:22:00

Author:
TNSv
Posts: 302


I wasn't aware that you could get rid of the sound when entering the DCS, thanks for the info! 2011-02-20 00:56:00

Author:
creator22
Posts: 162


in my popit and cant find anything that relates to a 'sound tweaker'. can you help me on that? what is it actually called and where is it?2011-02-20 01:16:00

Author:
LBP2_Tutorialist
Posts: 225


I'm pretty sure that is what its called. Look in the World Tweakers section of the logic page for a tweaker with a megaphone icon.2011-02-25 05:36:00

Author:
Unknown User


Two things. First, all the names I give might not be the official ones, I play in French,
Second : I actually didn't even try the Part 3 with a DCS. I just used a Sackbot Ai tutorial, and then I got the Idea : hey, this could be usefull to make nicer controls.
So I wrote it, but never tried. I'll check when I have time.
2011-03-03 21:52:00

Author:
Unknown User


"What if I wan't the Sackbot to jump higher ?
Use a gravity tweaker on you bot that works only when you are pressing the X button."

How do I do this?
2011-03-07 03:56:00

Author:
SirCrudNoodles
Posts: 9


Toolbag, object tweakers, gravity tweaker, put it on the DCS, hook the X button to it.2011-03-12 00:51:00

Author:
Unknown User


could you elaborate/provide pics/video of the way to make player die with r/c bot?2011-04-26 22:36:00

Author:
flyinhawaiian
Posts: 357


If you need help, play my level called "advanced sackbot controls"
To kill the player if he is on a DCS on a flying hologram following a bot he controls, just destroy the hologram if it doesn't detect the sackbot anymore (using tags and sensors). This kills the player as if he got crushed.
2011-04-27 00:53:00

Author:
Unknown User


If you need help, play my level called "advanced sackbot controls"


You do know about the PSN outage right?? supposed to be down for at least another week, etc.....
2011-04-27 14:27:00

Author:
flyinhawaiian
Posts: 357


Online gaming will be out in less than a week. PlayStation Store might take a whole month. I got a PSN card the 21st of april. Two days too late.2011-05-02 02:41:00

Author:
Unknown User


It may sound very confusing, but there's also advanced, advanced sackbot controls. I've experimented with custom sackbot movements & actions after I've seen some people create custom actions for sackbots. Basically, you'd need 3 controlinators (yeah, the third may make no sense, but it will as I explain). The first controlinator is for sackboy to jump into, set to transmitter. The second controlinator will go in the sackbot's microchip area, set to receiver of the same color of the previous controlinator, but NOT set to "override sackbot". Now, the 3rd controlinator also goes into the sackbot's microchip, next to the 2nd controlinator. However, the 3rd controlinator should not be set to transmitter or receiver, and must have the "override sackbot" function enabled. At this point, the sackbot cannot do anything if you jump into the first controlinator & press all the buttons. Now, you can customize your controls for your sackbot by wiring the output of the second controlinator into the 3rd's inputs (same buttons if you want, or different if you want your own controls). Now here's the confusing part: You can put logic between the 2nd & 3rd controlinators to create your own custom sackbot actions. One example is an instant smack activated by R2/L2, where you would set the output to come from the 2nd controlinator, create a microchip containing logic that would activate the 3rd controlinator's buttons sequentially for a smack (hold R2/L2, then quick right/left analog stick "movement"). The cool thing about using 3 controlinators is that you can respawn the same bot, after the previous dies, and you can retain all the custom sackbot controls. Wiring this gets very confusing sometimes, so try it only if you have the patience and the logical ability. I've used this system to create a partially-complete Metroid Samus shinespark ability. A shinespark is basically a temporarily stored boost dash that you can release into 5 different directions( left, up, right, & diagonally left/right) which doesn't deactivate until you hit a solid wall. It uses a LOT of logic, but it is quite effective for what I have completed. Hopefully this explanation may prove useful to a lot of creators, but not too confusing 2011-05-07 06:15:00

Author:
Shuriken_Star
Posts: 114


Online gaming will be out in less than a week.

6 days later, no end in site

EDIT: About 2 weeks later, it's back up, store within a month
2011-05-08 22:51:00

Author:
flyinhawaiian
Posts: 357


can we get a video tutorial, mate? This is kinda confusing, video would help.....and what about deaths/ say, double jump or flying chips the sackbot uses?2011-05-08 23:17:00

Author:
flyinhawaiian
Posts: 357


I wasn't aware that you could get rid of the sound when entering the DCS, thanks for the info!

I wasn't aware there was a sound.
2011-05-09 12:42:00

Author:
Jakeamorris25
Posts: 72


can we get a video tutorial, mate? This is kinda confusing, video would help.....and what about deaths/ say, double jump or flying chips the sackbot uses?
Yeah, it's very confusing. I spent a few minutes just staring at my logic just to figure out how it all worked, lol. You wouldn't really need the more complex sackbot method for double jumps or flying though, but it can add extra features to it. I don't know what you mean by deaths, but I'm sure that's covered in another thread somewhere. Unfortunately, I have no means of providing a video tutorial. However, I can create a level in LBP2 (when PSN comes back up) that can help clarify some problems. I will also include a sackbot I have experimented with using this method, but it would just confuse some people even more since its logic is IMMENSE. All I can do right now is clarify specific problems, at least until PSN is back up, so you can ask me any specific question like how to wire everything together or something.
2011-05-10 02:12:00

Author:
Shuriken_Star
Posts: 114


never mind, i've got it figured out........sort of2011-05-10 11:52:00

Author:
flyinhawaiian
Posts: 357


To flyinhawaiian : yeah, never trust Sony's words... I just said what they said...
To Shuriken_Star : I knew this, but I forgot to write it, I'll add it to the first post with your name, so if this subject gets long, it will be easy to find the guides. This trick is nice to allow the player to control the player with the arrow keys instead of the joystick, or even both !
2011-05-11 01:10:00

Author:
Unknown User


Comphermc explains a bit of this in this tutorial: http://www.youtube.com/watch?v=X4zq0QOXzbw2011-05-11 13:24:00

Author:
Jakeamorris25
Posts: 72


Yeah, it's very confusing. I spent a few minutes just staring at my logic just to figure out how it all worked, lol. You wouldn't really need the more complex sackbot method for double jumps or flying though, but it can add extra features to it. I don't know what you mean by deaths, but I'm sure that's covered in another thread somewhere. Unfortunately, I have no means of providing a video tutorial. However, I can create a level in LBP2 (when PSN comes back up) that can help clarify some problems. I will also include a sackbot I have experimented with using this method, but it would just confuse some people even more since its logic is IMMENSE. All I can do right now is clarify specific problems, at least until PSN is back up, so you can ask me any specific question like how to wire everything together or something.

Well, I read it, understood it, then went to try it, got confused, quit the game, struggled with the "brilliant" internet browser on the PS3, understood it again, then wired X from DLC 2 to X in DLC 3 and wired that to my custom action...so I pushed X, but my Sackbot still jumped! Then I got annoyed, ready to post "This doesn't work" then realised that X from DLC 2 should of been directly connected to my custom action...then I was happy and planning my full range of Metal Gear movement (not crawling though, that looks stupid ).

So cheers
2011-06-02 23:24:00

Author:
ballisticola
Posts: 157


Hey thanks for explaining how to get rid of the annoying dcs enter sound, makes my life so much better! 2011-06-09 15:58:00

Author:
damaz10
Posts: 771


Now includes two videos from comphermc.
Lol, not DLC, DCS 1
2011-07-12 20:00:00

Author:
Unknown User


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