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How to restrict Sackbot controls momentarily
Archive: 5 posts
The logic that must make what I want to have happen must be mind-boggling I am making a multiplayer side-scrolling beat-em up with elemental powers. The way the game works is you press a combination of buttons to make different spells work. What I want to have happen is, essentially, every time you use a spell, the sackbot you are controlling (I have a piece of holo with a controllinator following your sackbot, which is being controlled with remote control) performs an animation. For example, when you hold R2 and press Square, I want all controls to the sackbot to cease, as in no inputs will work, but I have a sequencer play in the background that tells the sackbot to perform an animation, for example, jumping in the air and shooting a beam of fire downward. During that animation, the player should have no control over the sackbot for a very short time until the animation finishes. This is to keep the game type from being broken, since if I can't find a way to cease controls to the sackbot without ejecting the actual sackboy player, attacks can be thrown out without abandon, it won't look like it makes sense, and the game will have no challenge at all. Any help is appreciated | 2011-02-23 03:30:00 Author: Lostwind Posts: 29 |
This should be pretty easy. Put two controllinators on your sackbot, one inside a microchip. Set one to receiver, and set the other to override sackbot controls. Then directly wire the controls from the receiver to the override. When you want to disable control, disable the microchip the override is in. | 2011-02-23 03:46:00 Author: Yofig Posts: 288 |
You could have all actions go through an AND gate, and have the sequencer contain a battery (entire length) which goes to a NOT gate, then into AND. Thus, player controls would be disabled while sequencer was in action. Also, you could put each signal through a microchip using a circuit node, and use the same method to disable the microchip. You could limit which actions could be used by only putting certain actions through the AND, or through the microchip. | 2011-02-23 03:49:00 Author: SSTAGG1 Posts: 1136 |
you can turn anything off if it's in a chip. you can also isolate signal if you have a node inside a chip. with all of these, you have to be careful that you're not also turning things you need to be on OFF... like the sequencer and logic that's performing the action. your function chips don't actually have to be inside the controlinator seat though. | 2011-02-23 03:54:00 Author: Unknown User |
Thanks for the replies guys, things have become much easier | 2011-02-23 07:18:00 Author: Lostwind Posts: 29 |
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