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#1

I'm trying to make a fighting level

Archive: 8 posts


I can control sackbots, but i couldn't make meele attacks or make the camera focus in the sackbots instead of the real players.
when i used acting for the meele attacks animations, once you pressed a button the sackbot never stoped doing that animation.Also, i don't know how to make meele attacks damage the other player.
And i don't know how to make one special attack(like a fire ball) go to the direction the sackbot is facing.
2011-02-27 23:43:00

Author:
Unknown User


The first entry within the sticky of this forum answers your camera problem.

I haven't done much with sackbot behaviour but I'm sure there's an option where you choose whether you want the sackbot animation to cycle or not. If there isn't it can be remedied by use of timers, count how long you want the melee animation to last for and set a timer to start when the melee does. Once the timer's full connect it to a different sackbot behaviour which will stop the melee behaviour.

To cause damage, it really depends on what your animation is, but as long as the hits are periodic within the animation, timers again are the answer. First have a timer set to the time between each hit and have the output connected to the reset of the timer. This means that so long as the melee attack is activated you'll have a continuous pulse being output. Then set up a tag on the sackbot using the melee and a corresponding tag sensor on the enemy sackbot making it activate when the sackbots are sufficiently close for the melee to actually damage. Hook the output of the periodic timer and tag to an AND gate and the output of the AND gate to your damage calculator. Voila.
2011-02-28 01:28:00

Author:
Xaif
Posts: 365


Thanks.
Can someone help me with my direction problem?
2011-02-28 02:37:00

Author:
Unknown User


Maybe have 2 emitters, a receiving controllinator and a Direction Splitter.

You don't necessarily need to be in a controllinator to use it. A friend taught me a neat trick. Somewhere out of view in your level put a receiving controllinator in a microchip on some invisible holo. Now put a tag sensor on the holo but NOT on the microchip. Set it to sense a tag with the same label on a sackbot. Now wire the tag sensor output to the input at the south end of the microchip.

Now put a Direction Splitter on the controllinator microchip. Wire up the Left/Right analog stick to the Direction Splitter.

Now back on the sackbot, put 2 emitters on your sackbot microchip, one to shoot fire left, and one to shoot fire right. Set the however you want. You might want them to bounce, stay at a fixed velocity or fall. It's up to you.

Put an AND gate after each output from the Direction Splitter. To one port of one gate wire the + output of the Splitter and to the other the -. To the other AND gate port attach whatever button you want to fire the fireball. ow wire up the ANG gates to the emitters. Sometimes the wires may be attached to the wrong emitter, but then you can just switch the wires around.

So with this: whenever the sackbot moves right and you push a button, fires fire right, and the same for left. There is one fault in this, and it's that the fireball will not fire if the sackbot isn't moving. I hope this does for now.

I can think of a toggle device that, when stationary, fires in the same direction last moved in.

Also did you want to be able to tilt the aiming of it?

2011-02-28 07:49:00

Author:
mutant_red_peas
Posts: 516


Adding to the above post, you can have a simple toggle device by using two counters. From the directional splitter hook the left side up to a counter with 1 as its maximum capacity, and do the same for the right with another counter. Connect the right stick output to the left counter's reset, and the left stick output to the right counter's reset, this way the counters will effectively store what direction was pressed last and you have a toggle. In addition to what the other guy said you'll have a left/right special move. If you want a 360 degree shooting mechanism you'll need to use a joystick rotator with the same hologram type setup.2011-02-28 14:30:00

Author:
Xaif
Posts: 365


To add to that, for my directional attacks I combined a direction splitter and a selector with two ports. That way you can attack in whatever direction your facing without pressing down on the stick or d-pad. Might be good for basic attacks that aren't "combo heavy" if you smell what I'm cookin'.

Edit: All of the above are excellent ideas and all the tools to get you on the right track. *high five*
2011-02-28 17:27:00

Author:
DigiOps
Posts: 111


Yay! We got there in the end

But adding to the selector thing, you could select a certain sequencer depending on what you do and you'll have some awesome moves if used correctly, and the counter is set to count to one on each one, so it doesn't reset the sequence, however whenever you go onto a different port on the selector they're connected to an OR switch which resets that certain counter. That's a lot of ORs.

Or just ignore what I said, that's just an extra.
2011-03-01 07:50:00

Author:
mutant_red_peas
Posts: 516


Maybe have 2 emitters, a receiving controllinator and a Direction Splitter.

You don't necessarily need to be in a controllinator to use it. A friend taught me a neat trick. Somewhere out of view in your level put a receiving controllinator in a microchip on some invisible holo. Now put a tag sensor on the holo but NOT on the microchip. Set it to sense a tag with the same label on a sackbot. Now wire the tag sensor output to the input at the south end of the microchip.

Now put a Direction Splitter on the controllinator microchip. Wire up the Left/Right analog stick to the Direction Splitter.

Now back on the sackbot, put 2 emitters on your sackbot microchip, one to shoot fire left, and one to shoot fire right. Set the however you want. You might want them to bounce, stay at a fixed velocity or fall. It's up to you.

Put an AND gate after each output from the Direction Splitter. To one port of one gate wire the + output of the Splitter and to the other the -. To the other AND gate port attach whatever button you want to fire the fireball. ow wire up the ANG gates to the emitters. Sometimes the wires may be attached to the wrong emitter, but then you can just switch the wires around.

So with this: whenever the sackbot moves right and you push a button, fires fire right, and the same for left. There is one fault in this, and it's that the fireball will not fire if the sackbot isn't moving. I hope this does for now.

I can think of a toggle device that, when stationary, fires in the same direction last moved in.

Also did you want to be able to tilt the aiming of it?



It doesn't work for my.Nothing you said works for me.I can't even control the sackbot with your metod! and when i tried with other metods for controlling sackbot your fireball metod didn't work! I'm sure i did something wrong.maybe images(or video) could help.
2011-07-07 01:12:00

Author:
Unknown User


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