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Boost help

Archive: 14 posts


Hey all, I have been working on a top down, twin stick vehicle with boost. I am having trouble getting the boost function to work and I haven't found another boost tutorial other than the LBPCreateGuide. My problem is that when I trigger the boost(which is set to R1 only), my vehicle goes up and right in one diagonal shot. I just want the boost to speed up which ever direction i am going. I have redesigned the boost chip and have tweaked it in every way I can think of. Please help.

I was even going to even try a piston on the back or anything else that was more simple because I just want it to work like the little hamster ball from the story mode. Any input would be great.
2011-02-27 15:48:00

Author:
tru3_skitz0
Posts: 114


Did you enable "Local Space" on the mover?2011-02-27 16:13:00

Author:
Foofles
Posts: 2278


No I didn't but I will try that. Do you think it will work? I won't be able to mess with it until later.2011-02-27 22:10:00

Author:
tru3_skitz0
Posts: 114


I don't know what your setup is, but I just know I'd be using a mover with local space if I'd be tackling this. Local space means that the movement will be relative to the object's rotation instead of absolute to the world.

What do you want to achieve, exactly? Press R1 and go faster for X amount of time? In that case I think I"d just use an inverted timer and invoke it's "Reset!" input and plug that into a mover to get the boost.
2011-02-27 23:12:00

Author:
Foofles
Posts: 2278


Thanks for the input. I will be trying it soon.2011-02-28 00:54:00

Author:
tru3_skitz0
Posts: 114


you could try what I did for aiming emiters with a single direction of output. I put it on a piece of hologram material with a follower and a joystick rotator. There is a little arrow on the mover (not the picture) indicating what up is in orientation to how it is placed. if the arrow is pointing anywhere other than up, "up" is whatever direction that is. So put the boost from the mover to output "up" and have up be whatever direction the stick is pointing to.2011-02-28 01:21:00

Author:
Inferno
Posts: 58


Am I right in saying you are using a normal mover for the boost? Try using an advanced mover instead with the left/right and up/down outputs of the stick you are using to control the car wired into it.2011-02-28 15:30:00

Author:
Chicago51
Posts: 258


So far I have tried just about everything I can think of and some of the suggestions that I have received and I am still having issues. All I want to do is recreate the boost logic used for the little hamster vehicle from the story mode. You know, the one that you use in the first round of the Negativitron boss battle? All I want is a short boost that can be used to bump other players. I am currently using my own version of the LBPCreateGuide boost tutorial and was wondering if anyone out there knows of a better tutorial. If so please point me in the right direction. It would have been nice if MM would have included a collectable hamster vehicle so we can see how it works. This is a major element in my VS project and I am getting very discouraged. Please help.2011-03-12 13:25:00

Author:
tru3_skitz0
Posts: 114


Yeah - I just watched that video and it's ok, but I wouldn't follow it exactly (the use of the randomizer as a not gate makes zero sense to me).

The basics of boost are pretty simple. Assuming you're using an advanced mover, just create on your microchip a copy of the mover and set the speed higher (double?? more?? it's up to you). Now wire your boost button (or combo) into a NOT gate and re-wire the controls to your first mover with AND gates fed from your original wiring/buttons and the NOT gate from the boost. In other words, when the boost is NOT pressed, the mover works as normal. But when it is pressed, it will shut off and now we wire the boost to the faster mover in the same way (except this time we bypass the NOT gate). To make it a short boost, feed the boost input into a timer first, set to "Start Countdown", and wire the output of that into everything I just described (as the boost input). Add a sound effect, maybe some emitted holo or lightbars, and you're all set!

Logic is difficult to explain via text, so if this doesn't make sense let me know and I'll get some pictures up here. And if I just described things you already knew, I meant no disrespect - just ignore me.
2011-03-12 16:46:00

Author:
v0rtex
Posts: 1878


@v0rtex: That sounds much more simple than the way I am doing it now. Some pics would be great though because I have a hard time visualizing it. Also if you would please take a look at my other help request for advanced 4-way goal logic, I would really appreciate it. Once these two issues are worked out, I will be able to publish a beta version of this project in the F4F section. Thanks again and let's keep the great suggestions coming.2011-03-12 17:04:00

Author:
tru3_skitz0
Posts: 114


OK - Here's a pic...

http://i168.photobucket.com/albums/u180/v0rtex2002/LBP/APhoto_2-1.jpg

I am using X as the boost, and two advanced movers connected to the left analog stick. Pretty straight forward. As is noted in the image annotations, I made mine to stop dead when the stick isn't being applied. Judging from your description of your game, you'd want to either eliminate these or tweak them so the vehicles can be pushed and bumped by each other.
2011-03-12 21:53:00

Author:
v0rtex
Posts: 1878


I actually have a different idea on how to recreate the Hamstertron 2000's basic movement and boost, though unfortunately, I don't have any pictures to show you, nor can I get on the PS3 today. Instead, you'll need to look at these directions carefully. It's not all that hard to do once you realize it, though I will assume that you're using a grid to snap objects to (as you'll need to be as precise as possible, and I've found that using any size grid is helpful for this purpose).

- 1st, create a simple circle one layer thick (we'll call this the wheel), any piece of material that occupies a thin layer (this is where we'll add our controlinater), and an invisible hologram that occupies a thin layer. Attach the 3 together with a bolt with its strength set to zero. Make sure that the thin piece of material that'll have the controlinater is in front of the wheel, and that the hologram is behind the wheel, and make sure that the bolt lies smack dab in the center of the wheel for smooth movement.

- Next, place a microchip on the hologram, right where the bolt is located. (Not certain if you need to place down your microchip before applying the bolt, or if you can place your microchip right where the bolt is located without messing anything up.)

- Open up your controlinater and place a gyroscope on it pointing straight up. This should keep the user of our vehicle from spinning around with the vehicle.

- Open the microchip on the hologram. We'll add an advanced mover on the microchip for basic left/right movement. Since the hologram would need to rotate, we'll need to turn local space off so that the whole thing won't try to move up, down, or any which way when you're just trying to move left or right. Once all that's done, we'll hook the controlinater's left stick's left/right output to the advanced mover's left/right input so that the thing will move left or right with the left stick.

- Now, we'll add a joystick rotater (pointing upwards) on that same microchip, and hook up the left stick's outputs to the joystick rotater's respective inputs. This will cause the hologram to rotate towards wherever the left stick is being pressed. To keep the hologram steady when the joystick isn't being pushed in any direction, we'll add a gyroscope pointing straight up (I'm not using an anti-gravity tweaker since I fear that that would mess with how gravity affects the vehicle) and an OR gate (with 2 inputs and its output inverted). Hook the OR gate to the gyroscope, and the left stick's outputs to both of the OR gate's inputs. Now, whenever the control stick isn't being pressed in any direction, the gyroscope would force the hologram to default to pointing upwards.

- Finally, we'll add a simple mover to the microchip. Unlike the advanced mover that we added earlier to control basic left/right movement, we'll need to turn local space on so that it'll move in the direction that the hologram is pointed at. We're also only modifying its up/down speed since it's meant to boost wherever the joystick rotater is pointing at, which, in turn, is whatever direction the left stick is tilting towards. Simply hook up the boost button of your choice (such as the R1 button) to a timer with a target time of .1 seconds that's set to count down, hook the timer up to the mover, and there you go: the basic gist on how to recreate a Hamstertron 2000's basic left/right movement and pulsed boost.

From there, you just have to tweak it to your specifications. For limiting when you can boost, you could add an AND gate to the microchip, and either a timer with an inverted output that's set to count down (to control how often you can boost), an impact sensor attached to a counter (with 1 as the target count) to prevent the user from doing multiple midair boosts before touching the ground, or both even. Hook up the boost button and the timer and/or counter to the AND gate, and the AND gate to the timer with the target time of .1 seconds, the input of the timer with the inverted output (so that it doesn't send a signal until it empties), and/or the reset input of the counter (so that it doesn't send a signal until the object touches something).
2011-03-12 23:33:00

Author:
Shadow Wolf TJC
Posts: 72


v0rtex, you are pretty spot on except for the fact that I need the boost to reset after about 3 seconds. Can I still use the same 1 and 3 second timer set up that was used on the LBPCreateGuide tutorial? BTW, you have been the biggest help so far and you most likely see your name multiple times in the credits. I really apreciate all of the help so far people and since some of your ideas(everyone) have been an inspiration, I will be adding all of your names to the credits wherever applicable. Thanks again and keep them coming.2011-03-13 17:15:00

Author:
tru3_skitz0
Posts: 114


v0rtex, you are pretty spot on except for the fact that I need the boost to reset after about 3 seconds. Can I still use the same 1 and 3 second timer set up that was used on the LBPCreateGuide tutorial?

Yeah - but his approach (using the randomizer) is flaky and will surely fail some percent of the time (I am making an educated guess here - I haven't actually tried it). Tomorrow I can work out some timer reset logic for you.


BTW, you have been the biggest help so far and you most likely see your name multiple times in the credits. I really apreciate all of the help so far people and since some of your ideas(everyone) have been an inspiration, I will be adding all of your names to the credits wherever applicable. Thanks again and keep them coming.

Glad to be of some help!
2011-03-13 19:28:00

Author:
v0rtex
Posts: 1878


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