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#1

Many many Sackbot woes.

Archive: 13 posts


Hey,

I'm new here, though I've used the site many times in the past for information, tutorials and such. I've also played many level in LBP and LBP made by LBPC Members, including Hansel and Gretelbot.

I'm currently working on various projects switching back and forth between them to keep myself fresh, and learn new things. My two main projects make heavy use of Sackbots, and I'm having a fair amount of trouble getting them to do what I want them to, and being able to find very little help with my specific problems. For this reason, I decided to register and make this thread to try and get help with my current sackbot problems and the many I will undoubtably have in the future.

- Problem 1 -
My first project is a series of original Metal Gear Solid levels. The problem here is specificly related to sackbot alert phases. My current logic instructs the Sackbot guards to FOLLOW WAYPOINT. When they reach the tag this behavior tells them to go to, it activates a second behavior telling them to go to another tag back the way they came. (I set it up this way because the PATROL behavior seems to rely on placing obstacles in the way of the sackbot to make it come back again.)

Each tag also triggers a directional sensitive player sensor so the sackbot can only see infront of itself and will never see you if you sneak behind it. These player sensors trigger a FOLLOW behavior with the hostile setting set to YES.

The problem here is I can't seem to be able to get the sackbots to revert to the FOLLOW WAYPOINT behavior once a timer for the alert phase runs out, and for re-detecting the player while the timer is activate to reset it and prolong the alert phase.

- Problem 2 -
My second project is a series of original Sonic the Hedgehog levels where the player controls a Sonic sackbot with a Tails sackbot that follows. Tails is set up so the follow behaviour is deactivated when there are 2 players in the game and is instead controlled by the second player.

The problem here is that sackbots aren't the brightest of critters, and Tails fails (lol) at the first obstacle because he won't jump unless something gets in his way. So how can I set him up to jump whenever Sonic jumps, but not when a 2nd player is controlling Tails?

- Problem 3 -
Sonic's jump logic consists of an ANTI-GRAVITY TWEAKER, a SOUND OBJECT and an ADVANCED ROTATOR so that he jumps higher than normal sackfolk, and spins while doing so. (I opted for an ADVANCED ROTATOR because a standard ROTATOR had him doing backflips when going right to left and frontflips left to right.) The problem is that when travelling from right to left, the jumping is fine. However, going from left to right kills all jump height for some reason. The ANTI-GRAVITY TWEAKER and ADVANCED ROTATOR are both being activated by the left stick and X inputs, but he just won't leave the ground. How can I fix this?

I appreciate any help any of you can offer.
2011-02-20 18:52:00

Author:
Unknown User


Problem 1 + 3 will take some thinking about but i beleive I may be able to help with problem two.

Ok, I had to go into create mode and try this out but I am confident that it will suit your needs.

-Assuming you have the 2 sackbots setup in the usual way (controlinator on the sackbot microchip and one on a peice of follower hologram)
-First thing you want to do is open the controlinator on the Tails sackbot that is on the hologram and place a NOT and and AND gate on it, and keep it open.
-Connect the ACTIVE output on Tails' controlinator to the NOT gate.
-Connect the NOT output to the second AND input
-Next, open up Tails' microchip and place a timer with 0.1 time and 'start count up' input type and place an impact sensor. Connect the impact sensor to the timers reset input.
-Also, make sure the Tails sackot default behavior is set to follow, add a new behavior and set it to idle. Connect the ACTIVE output to the IDLE behaviour.
-Open Sonic's controlinator (the one the player will enter, on the hologram) and connect the X output to the AND gate (on Tails' controlinator) first input.
-Connect the AND gate to the timer on Tails' microchip.
-This is the clever bit, open up Tails' SECOND controlinator (the one on his microchip) and connect the timer output to the X button input.

If you do this right, you wont need to switch Tails' behaviour the way you already have as the settings for player control will be ready thanks to the active output activating the idle behaviour.
Hope I havent left anything out and hope it helps!
2011-02-20 19:36:00

Author:
iliketosayblah
Posts: 77


Alright, I'll give this a whirl in a bit and report back.

Thank you.
2011-02-20 20:37:00

Author:
Unknown User


right problem 1 have a hologram material and set it to follow that make it invisible and have it going back to forth when the sackbot reaches it have it move to the other place you want it to move to and keep doing that2011-02-20 20:52:00

Author:
dj-charlie99
Posts: 15


right problem 1 have a hologram material and set it to follow that make it invisible and have it going back to forth when the sackbot reaches it have it move to the other place you want it to move to and keep doing that

Interesting idea, i suppose you could have emitters at each waypoint emitting tagged holograms for the sackbot to follow, and only have 1 emitted at a time, and when the player is seen it would spawn a hologram that follows the player.
Of course the hologram that follows the player would have to set the sackbot behavior to hostile and the waypoints would have to set it back...but...I think that could work. <3
2011-02-20 20:57:00

Author:
iliketosayblah
Posts: 77


@iliketosayblah - Tails now jumps when Sonic jumps, but he's not spinning like Sonic does. I'm not sure how to go about wiring this logic up to the existing jump logic for player control. Any ideas?

EDIT: I took both sackbots out of my testing area and placed them in the actual level. Although Tails is now jumping when Sonic does, he still can't master the first obstacle because he won't change layers. He changes layers when running, whenever Sonic does but for some reason is refusing to when jumping.

@dj-charlie99 - I'm not entirely sure what your suggestion is for. Patrolling and detecting the player is all fine. The problem I have is when the player is detected, the FOLLOW behavior is on permanently. I need a way to revert back to patrolling once a countdown timer reaches 0 - triggered by the player escaping from the sackbot.
2011-02-20 21:14:00

Author:
Unknown User


@iliketosayblah - Tails now jumps when Sonic jumps, but he's not spinning like Sonic does. I'm not sure how to go about wiring this logic up to the existing jump logic for player control. Any ideas?

@dj-charlie99 - I'm not entirely sure what your suggestion is for. Patrolling and detecting the player is all fine. The problem I have is when the player is detected, the FOLLOW behavior is on permanently. I need a way to revert back to patrolling once a countdown timer reaches 0 - triggered by the player escaping from the sackbot.

1.Well, this would require a few more AND switches with 3 ports, but have a few player sensors on 180 degree angles either side of Tails' microchip, and have inverted impact sensors attached to AND (along with the player sensors, and NOT active(so it dosent happen when another player is controlling) 1 for each spin direction).
Essentially, when a player is NOT controlling tails AND tails is NOT touching the floor and the player is to his right, he will spin right, and when a player is NOT controlling tails AND tails is NOT touching the floor and the player is to his left, he will spin left.
I think.

2.When the player is NOT in the detection range, have a timer start count down. when the timer is finished with the countdown just have it connected back to the original patrol behavior. I'm not entirely sure if thats what your asking as it seems like a too simple solution...
2011-02-20 21:29:00

Author:
iliketosayblah
Posts: 77


1.Well, this would require a few more AND switches with 3 ports, but have a few player sensors on 180 degree angles either side of Tails' microchip, and have inverted impact sensors attached to AND (along with the player sensors, and NOT active(so it dosent happen when another player is controlling) 1 for each spin direction).
Essentially, when a player is NOT controlling tails AND tails is NOT touching the floor and the player is to his right, he will spin right, and when a player is NOT controlling tails AND tails is NOT touching the floor and the player is to his left, he will spin left.
I think.
I tried this as best as I could work out, but it's not working.


2.When the player is NOT in the detection range, have a timer start count down. when the timer is finished with the countdown just have it connected back to the original patrol behavior. I'm not entirely sure if thats what your asking as it seems like a too simple solution...
I think I get what you're saying. I set it up, but when you left the detection radius the counter started going down. When it reached 0 the sackbot just stayed in FOLLOW. I think it's becaue my FOLLOW WAYPOINT behaviour is divided between two chips. Might have to throw a couple of XOR GATES in.

EDIT: Added in the XOR GATES and tested it, the sackbot saw me and when I left the detection radius it went back to FOLLOW WAYPOINT, however when it gets to a tag, it just stands there.

EDIT 2: Same applies to OR GATES.

EDIT 3: Reworked my timers, because I forgot to change them from default settings. Now the sackbot sees me and activates the FOLLOW chip, but once I change layers it reverts to FOLLOW WAYPOINT, now continuing to patrol once it gets to a tag. This seems the way to go, I just need to make some tweaks here and there.
2011-02-20 22:15:00

Author:
Unknown User


I tried this as best as I could work out, but it's not working.


I think I get what you're saying. I set it up, but when you left the detection radius the counter started going down. When it reached 0 the sackbot just stayed in FOLLOW. I think it's becaue my FOLLOW WAYPOINT behaviour is divided between two chips. Might have to throw a couple of XOR GATES in.

EDIT: Added in the XOR GATES and tested it, the sackbot saw me and when I left the detection radius it went back to FOLLOW WAYPOINT, however when it gets to a tag, it just stands there.

EDIT 2: Same applies to OR GATES.



well, the waypoint idea was a rough guess and i havent tried it out, but it soudns like you need to label your sackbot grunt and have the emitted hologram waypoint destroyed when he gets near and use a selector to emit a new one.

I'm not sure about the tails one though, it worked for me when I did it..?
2011-02-20 22:35:00

Author:
iliketosayblah
Posts: 77


well, the waypoint idea was a rough guess and i havent tried it out, but it soudns like you need to label your sackbot grunt and have the emitted hologram waypoint destroyed when he gets near and use a selector to emit a new one.

I'm not sure about the tails one though, it worked for me when I did it..?
I'm not using emitted hologram waypoints. The logic I have now more or less works, but the sackbot stops following when I change layers or go behind it. The latter of which causes the FOLLOW WAYPOINT chips to stop working as when it gets to a tag, it stops moving.

The layer changing thing is easily fixed by setting the inverted player sensors to be all layers, but the FOLLOW WAY POINT problem is because my directional sensors depend on the tags to activate them.
2011-02-20 22:47:00

Author:
Unknown User


I'm not using emitted hologram waypoints. The logic I have now more or less works, but the sackbot stops following when I change layers or go behind it. The latter of which causes the FOLLOW WAYPOINT chips to stop working as when it gets to a tag, it stops moving.

The layer changing thing is easily fixed by setting the inverted player sensors to be all layers, but the FOLLOW WAY POINT problem is because my directional sensors depend on the tags to activate them.

This is getting pretty tough to visualise, I will try and recreate the logic you are describing but to make it work would get pretty dang complicated. The only way that I can think of right now is emitting waypoints like i described before, but I will see if there is a way to do it with your system.
2011-02-20 23:08:00

Author:
iliketosayblah
Posts: 77


This is getting pretty tough to visualise, I will try and recreate the logic you are describing but to make it work would get pretty dang complicated. The only way that I can think of right now is emitting waypoints like i described before, but I will see if there is a way to do it with your system.
I can invite you to my sackbot lab so you can play around with my exact logic and testing area if you like?
2011-02-20 23:20:00

Author:
Unknown User


I can invite you to my sackbot lab so you can play around with my exact logic and testing area if you like?

sure, that would probably be a much easier idea
2011-02-20 23:25:00

Author:
iliketosayblah
Posts: 77


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