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

A Sackbot that shoots a sackbot that shoots a sackbot TO INFINITY!

Archive: 11 posts


Hey! So I've got this tricky logic problem for you. I feel it's pretty much impossible but with the new fancy tools of LBP2 maybe someone can make it work? Consider this as a fun challange for those of you who are somewhat good at logic!

So I want a sackbot to wear a creatinator. And then the idea is that you shoot another sackbot and the first one dissapears, shooting you in a new direction and letting you shoot yet another bot, that can shoot a new bot and a new bot and so on, creating a really nice gameplay concept IMO.

But, i just can't make it work! I've got the kill-when-new-bot-spwns mechanic down, but I can't set up the creatinators so that the shooting will work perfectly. The bots will just shoot out a older verision of the bot sooner or later, somehow.

Do you see where Im going? I tryed using two sackbots and two creatinators. Creatinator A shoots sackbot B. Sackbot B wears Creatinator B which shoots sackboy A. Sackboy A wears creatinator A which shoots sackbot A. This should make an infinite chain right? Well it dosen't. It, just, won't work.

Can anyone make this work?
2011-03-04 08:23:00

Author:
Mnniska
Posts: 531


I got something like this to work with just objects emitting in LBP1, but it was like 'wha?' to do and took tons of recapturing and replacing... but LBP1 didn't auto update the object in the emitter when edited, and I tried what you're doing. It does eventually emit an older version of itself at some point.

maybe i should be cleaning out my pop-it after i recapture the newest version? maybe I should create & capture the newer version in a different level, and return to the creatinator in a separate level before ... i'll try some more sometime. kinda fun to try, but annoying.
'
i'd say just "shoot" a teleporting seat, but that wouldn't be the same cool effect of spitting yourself out and up to different areas... or shoot an emitter to a certain point, but that would probably update the objects in a buggy way as well. this should be easy because of auto-updating, and isn't.
2011-03-04 09:07:00

Author:
Unknown User


The auto-updating don't seem to work when I try it. Somehow it starts emitting old objects again, although I have no ide how.

I tryed this in LBP1 too but encountered the same problem as you :/ I wish there was a way because I somehow got it to work for a little while and while it worked it was a ton of fun to controll paha. Would be epic to create a little race level or whatever using this concept.

EDIT. I'm going to run some tests tonight and see if it's an older verision coming on or if the creatinator is simply going off automaticly. Hopefully I'll be able to make this work somehow
2011-03-04 17:24:00

Author:
Mnniska
Posts: 531


I hope you figure it out, it sounds pretty cool!2011-03-04 17:49:00

Author:
Boscoe
Posts: 51


What do you mean, shoot out an older version of the bot? I don't think I understand what that means.

I'd just make a sackbot with a logic setup like this:

2 state selector: state 1 - Activates a tag and a short timer. Timer outputs to state 2.

STate 2 - Activates microchip with remote receiver controllinator and tag sensor looking for tag from state 1 outputting to a destroyer.

and just have his creatinor hat emit itself
I think that should do it.
2011-03-04 18:28:00

Author:
Foofles
Posts: 2278


What if you had an emitter set to emit the sackbot in a certain direction, and with a certain velocity? Then set the limit on that to have only one created at a time. Place that on a piece of holo with a follower on it set to follow the tag on your sackbot. Also on that, put a joystick rotator so that you can "aim".

Now when you aim in a given direction with the analog stick, the emitter fires a new sackbot in that direction, destroys the old one, and immediately follows the new one ready to fire again.
2011-03-04 19:16:00

Author:
tdarb
Posts: 689


Just make the bot emit itself. It should work that way.2011-03-04 23:39:00

Author:
Yofig
Posts: 288


I tried this a couple of hours ago, and it works:

Put a sequencer on the sackbot, and on the sequencer put an emitter followed by a destroyer. Tweak the emitter to 1-shot. Set the sequencer to 0.1 sps. Add logic to launch the sequencer when you want the sackbot to spawn itself.

When you select the item to emit, just choose the selection box and select the sackbot.

I made a sponge virus this way, that multiplies (if you try it, use a tag sensor with a high required number of tags to set a limit on how much it can multiply, or it'll overheat your work).
2011-03-05 05:13:00

Author:
munrock2
Posts: 96


What do you mean, shoot out an older version of the bot? I don't think I understand what that means.

I didn't understand til I tried it. If you put something in an emitter or creatinator, and then tweak the object while it's still present, it automatically replaces what's in the the emitter/creatinator with the latest changes. For some reason it really does cycle to an older version of the captured sackbot at some point.

To make the bot you have to place the creatinator, place a bot, tweak the bot, tweak the paintinator to 1 ammo, 1 allowed, and infinite etc. Have the bot equip the creatinator, by walking him to it or placing him on it to 'quip. Capture the bot with the hat that has the bot with the hat on in it. Put that new hat-wearing bot in the creatinator's emitter. Then delete that bot from the level. Put on the creatinator and fire it. Capture the bot that comes out with the self emitting hat on it, and put that in the creatinator. The creatinator the bot is wearing will automatically update.

The starting bot itself doesnt count as one of the amount allowed objects being emitted from the hat because it existed prior to the emitting process. It seems like any states the bots take along with their hat during the processes, becomes the state of the object they're emitting and one of the bots eventually fires nothing and disappears.

Wait a minute... maybe it can't be done the creatinator way & tested in create mode, but can be successful after the capture process is complete and work in play mode because auto-updating doesn't occur in play mode? Did you test it at all in play-mode, Mnniska?
2011-03-05 05:53:00

Author:
Unknown User


I think I figured it out. Try the level it's in called "Nightcrawler". Y'all can have the bot and mess with it.

I'll mess with the controllinator tomorrow. I think you can do it with the same concept as the emitters I used.

LINKY TO LBP.me
(http://lbp.me/v/yj2rp5)
2011-03-05 08:04:00

Author:
Devious_Oatmeal
Posts: 1799


Wait a minute... maybe it can't be done the creatinator way & tested in create mode, but can be successful after the capture process is complete and work in play mode because auto-updating doesn't occur in play mode? Did you test it at all in play-mode, Mnniska?

Nope, i didn't. Hmmm, I'll run some tests and see if it automaticly updates in playmode today.
2011-03-05 09:21:00

Author:
Mnniska
Posts: 531


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.