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#1

Two problems with controlinated sackbots, also player data question

Archive: 7 posts


I'm using one of those sackbot-hologram-follower-controlinator dealies here.

1. As a normal sackperson, you don't collect score bubbles that are hidden behind a wall unless you walk behind the wall yourself. The sackbot picks them up from through the wall though. I think my REAL sackboy on the controlinator hologram is collecting score bubbles hidden behind walls, as though the hologram puts him effectively on all layers. Is this fixable?

2. Sackbot automatically fires paintinator if it sees danger. If danger is in another plane, he doesn't fire though. I can still fire by hammering R1 but it seems that the sackbot himself is holding R1. Can I control a sackbot without him going all loose cannon like this?

Also, any tips on this player data situation would be appreciated:

Emitter spits out a bunch "sheets of paper" which you can "pick up" by grabbing. Grabbing destroys the paper and gives points. The score givers are getting some whacked out player data due to the emitter I guess? When controlinated sackbot would trigger the emission, the score givers would be null, so the points would not actually add to the score. I've "laundered" the player data through old school sponge-and-piston switches, and now the score givers give points to all players, regardless of which player grabs the paper. It doesn't seem to matter if the emitted score giver is set to give points to just me or all friends. What gives? Anybody know how to fix this?
2011-02-24 08:08:00

Author:
discokrakken
Posts: 108


There is some good info on player data here (https://lbpcentral.lbp-hub.com/index.php?t=49961-What-exactly-IS-the-logic-behind-score-givers&highlight=player+data)2011-02-24 17:16:00

Author:
Shanghaidilly
Posts: 153


1. I need to test if being on an invisible hologram makes you pick up things that you couldn't otherwise, but it's possible that the controllinator following the sackbot is staying in the back layer. Try setting "Can change layer" to true in the follower and see if that helps.

2. Is "Hostile?" checked on the sackbot? Controllinator set to override sackbot should eliminate that kind of behavior.

About the player score issue, the problem seems to be that RC'd sackbots don't transfer their owner data when they grab something. I don't think your LBP1-ish solution is a good path to take.
2011-02-24 17:26:00

Author:
Foofles
Posts: 2278


1. I need to test if being on an invisible hologram makes you pick up things that you couldn't otherwise, but it's possible that the controllinator following the sackbot is staying in the back layer. Try setting "Can change layer" to true in the follower and see if that helps.
Nope, nothing to do with this it would seem. The hologram always stays in the thin layer in front of the sackbot, regardless of which thick layer the sackbot is in. The hologram never goes into the furthest back thin layer. Settings like Follower "can change layer" and Controlinator "side mounted" have no effect on whether or not hidden points are collected.

I've uploaded a photo (yeah the quality sucks) demonstrating an experiment I just tried. I made the hologram bigger and put the follower on the bottom, controlinator on the top. I put points on the lower level near the sackbot and points on the upper level near the controlinator. The player collects the point bubbles on the top level while the RC sackbot collects no points bubbles, none. Also, you can see that the camera now focuses on the player in the controlinator which presents a bunch of new problems. ARGH.


2. Is "Hostile?" checked on the sackbot? Controllinator set to override sackbot should eliminate that kind of behavior.

I actually have two sackbots in this scene: The RC sackbot and a boss sackbot who is the "danger" I'm referring to. I'm just unsure how the boss NPC is defined as danger, because I haven't set up anything like that. The RC sackbot just decides to automatically shoot when he's in the same layer as the boss. Neither is hostile. There is a cutscene that triggers a sequencer on each sackbot so they can exchange some words. Each sequencer ends with non-hostile behavior. I'm guessing that the player RC sackbot will just automatically shoot if he perceives other sackbots in the same layer. Controlinator "overide sackbot" is set to true. I'm absolutely baffled about this.
2011-02-24 18:58:00

Author:
discokrakken
Posts: 108


I'm not too sure about the player data bit. But as for the player picking up score bubbles, why have the sackboy follow the RC sackbot at all? If it's necessary for the level, you could have the sackperson following off screen instead of in the play area.2011-02-24 19:09:00

Author:
Chicago51
Posts: 258


I'm not too sure about the player data bit. But as for the player picking up score bubbles, why have the sackboy follow the RC sackbot at all? If it's necessary for the level, you could have the sackperson following off screen instead of in the play area.
I was exploring this concept a little bit... At first, I thought it might be doable if I work through some camera issues. I have lots of game cameras and movie cameras in my level. If my sackboy stays at the entrance in a controlinator, then I don't understand how to get the game to just forget about him, and put the camera on the sackbot instead. Additionally, it would appear that sackbots are incapable of picking up bubbles, as demonstrated in the photo attached to my previous post.
2011-02-24 19:17:00

Author:
discokrakken
Posts: 108


Here's a option for you. On the reciever controlinator that is on your sackbot or creature's MC. Put 2 movie cams and one not gate and connect them like this.

http://ic.lbp.me/img/ft/eac498b6f81ee336706e8ed956d6833e401fbb5e.jpg

Set the top cam to:
track player : no
local space : no
Camera Shake : 0%
transition time : 1.0
hold time : infinite
disable controllers : no
flatness : 60
depth of field : 0%
skippable : no
require all players : no

and set the bottom one to:
track player : yes
transition time : 1.0
hold time : infinite
disable controllers : no
skippable : no
require all players : yes

This should do it for you.
2011-02-24 19:27:00

Author:
Chicago51
Posts: 258


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