Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Switching from remote controlled controlinator to another remote controlled one...

Archive: 14 posts


Is that even possible? This sounds doable to me but it looks like I can't wrap my head around it tonight.

I have my Sackboy controlling a controlinator in remote so he can actually have a new move and the player isn't obligated to control a Sackbot. But there's a part where I would want to switch from being sackboy and start controlling a sackbot. (to eventually come back to sackboy later). So is this doable?

tks all,
2011-02-21 00:10:00

Author:
RangerZero
Posts: 3901


Easy peasy - you can activate/deactivate a controllinator by putting it on a microchip and running through the microchip's activate input. You could justr have a selector outputting to separate microchips each with their own controllinators2011-02-21 00:36:00

Author:
Foofles
Posts: 2278


Well, I made a mistake explaining what I need. It's exactly what I need to do.

My Sackboy remote controls a controllinator because he can give a "follow/wait" order to Sackbots by pressing L2. (This part is done and works fine.)
Now, I would like Sackboy to have another ability wich would be to enter certain doors. I want "use door" function to be R2. What happens when I press R2 is that I suddendly control a Sackbot set to "player costume" that is in a remote room somewhere outside the area, giving the impression your Sackboy just entered a room. While the player is in that room he controls a Sackbot, when he press R2 again by the door in order to exit the room, he returns to Sackboy.
2011-02-21 01:56:00

Author:
RangerZero
Posts: 3901


Hmm... that surely is a tough one. The most obvious answer would be to just use a sackbot throughout the entire level. But I do believe you can set a controlinator that is set to receiver to receive the signal from the nearest sackboy... I'm not free to jump on my PS3 right now to test it out, but I do believe that should work. The only problem then is making sure that the sackboy doesn't move once you go through the door. I suggest making him back up "into" a door to go through it (as in going back a layer) and then just make it so that if he moves left and right, he doesn't automatically move forward. Also, you can just emit a door in front of him while you're using the sackbot. I'll try to make a prototype for you later when I'm on, until then, you can try doing what I suggested.2011-02-21 03:10:00

Author:
dr_murk
Posts: 239


I am also testing on my side. I didn't think about that issues you exposing me there. You think Sackboy will move as well when I control Sackbot? That's possible since I might not be able to turn off my first controllinator. But in this case it's not a problem really, I would spawn something to block Sackboy in front of the door.


EDIT: Man, I keep crashing trying to do my test. I wonder if it's the game not liking having multiple sackbots and many controllinator active at once but it's really getting hard. I am actually going to play another PS3 game to see if it's LBP2 or my PS3...
2011-02-21 04:07:00

Author:
RangerZero
Posts: 3901


Are these doors going to be in visibility range? If so maybe hook up your controlinator to activate a tag by placing it in a microchip and running the output of which ever button press to that microchip. If not, still place the microchip but instead of a tag another controlinator set to transmitter and on the doors recievers of the same color frequency. Set the output on the reciever to whatever mechanism you're using to open the doors and whammy! You could always specify the "door opening parameters" by adding in an AND gate and make the other inputs for each door require seperate things.

Then again... I tend to over complicate things.
2011-02-21 05:58:00

Author:
DigiOps
Posts: 111


By the way I think your explaining it, there are actually like 5 ways you can do it. If you are sackboy (Not a bot) and come up to a door. You press whatever button, and he's in a new room.

1. Pay someone jk

2. You can do away with the sackbot in another room all together and just use controllinator transporters.

3. Use the selector and player sensors.

4. Use only player sensors.

5. Do away with sackboy and only use bots.

Honestly I don't know what you mean. I'm sure I can help you, but I need to see what you're talking about.
2011-02-21 07:03:00

Author:
Devious_Oatmeal
Posts: 1799


Theres alot of ways, like already posted here, or you could just destroy it and have the other one set to auto enter, its really easy, just use the way you like best and go with it.2011-02-21 07:20:00

Author:
Bloo_boy
Posts: 1019


Ok, I'll try to explain more or clearer. There's 2 things my sackBOY can do: L2 = "follow/wait" command on certain Sackbots. R2 = enter door.

My "follow/wait" move is done and working fine. Now for the "enter door" move, what will actually happen is my sackboy will start to control, remotely, a certain sackbot with player costume that is placed in another room. This sackbot is also having a camera on him therefore when SackBOY will press R2 in front of the door, the control and the camera will go to the Sackbot, giving the player the impression he just entered a room.

To make this work I have 2 microships, each one with a controllinator inside. Microship 1 is the one with the "follow/wait" controllinator, and Microship 2 is the one with the "enter door" controllinator. The idea is to toggle between the Microships when the player presses R2 in front of a door. This way, Sackboy will either have the "follow/wait" move or will control the Sackbot (enter a room).

I have a setup right now but I have a problem when I press R2. For some reason there is a R2 output received from both controlinators and therefore it always activate my toggle 2 times in a row. Right now I have no solution for this. If I press R2 for a fraction of time (a very tiny tap), it toggles ok but this is not playable. I need the toggling to work properly. I need that even if someone hold down R2 it will mean he pressed R2 only once.
2011-02-21 08:18:00

Author:
RangerZero
Posts: 3901


So you want to control the regular sackboy throughout the level before you enter rooms?

How about having a toggle method and 2 controllinators on the door. One set to "Remote - Nearest Player" and listening for R2. The other will be a seat that the player can enter and keeping in mind that sending a signal to the eject input keeps players out of it, cutting the signal will allow players to enter. That could be a wireless transmitter to your sackbot in the room, and when you go back to the door with the remote sackbot you can just reset your toggle method.
2011-02-21 14:39:00

Author:
Foofles
Posts: 2278


Man, visualising what someone is saying sometimes is hard. lol
I am not sure I follow you there...
2011-02-21 17:18:00

Author:
RangerZero
Posts: 3901


So you want to control the regular sackboy throughout the level before you enter rooms?

How about having a toggle method and 2 controllinators on the door. One set to "Remote - Nearest Player" and listening for R2. The other will be a seat that the player can enter and keeping in mind that sending a signal to the eject input keeps players out of it, cutting the signal will allow players to enter. That could be a wireless transmitter to your sackbot in the room, and when you go back to the door with the remote sackbot you can just reset your toggle method.

Seems like a good way to go about it, Foofs. The only problem I can see is that you then get the "entering controllinator" sound every time you go into/out of a door. I think having the player back into the door and then pressing R2 and emitting something in front of him to prevent him from moving would work/sound a bit better.
2011-02-21 17:21:00

Author:
dr_murk
Posts: 239


I'm not sure what that would achieve to be honest.

I don't really like the method I mentioned... What is actually going on RZ? IS something following hte player that responds to "Nearest Player"? I don't know if there is a way to link a nearest player to be a transmitter to a color coded receiver... I'd honestly just suggest using sackbots the whole time since you can swap their controls seamlessly without weird delays or noises.
2011-02-21 18:16:00

Author:
Foofles
Posts: 2278


That would be easier to simply make the player control sackbots... but there is a need for water in my level. I might have to change the level quite entirely if I change its theme. I could actually show it to you Foofles since we have to "meet" anyways.2011-02-21 20:01:00

Author:
RangerZero
Posts: 3901


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.