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#1

Race Countdown *big problem* *Link fixed*

Archive: 9 posts


I have a quartet of problems that tie in with the same subject ... predictibly a top down racer. Without these problems solved i will be unable to make the level.

here's what I need to know.

1) Make a countdown of three seconds during which the cars can't move but can rev their engines and once GO arrives they start racing.

2) Making a top down ramp. I know it can but done but I can't figure out how, any ideas?

3) I tried to link the levels together but I can only link published levels. This means I would have to submit the five tracks (only playable by a link); link the levels, submit the hub and then update the track with a link back to the hub, this would need to be done quick. Is there an easier way?

4) At the start of the race the players can choose the color of their car with grab switch sponge. How to I make it teleport them to the car of their choice and only allow one person per car color? Also I would need to teleport them to the room with the level link to the hub after they complete three laps, anyone know how?

Thanks for any help; I really appreciate it.
2011-03-04 11:12:00

Author:
CragmiteBlaster
Posts: 49


1) Make a countdown of three seconds during which the cars can't move but can rev their engines and once GO arrives they start racing.

Make details like this 'subroutines' in the core of your logic. I am going to assume here you already have several states defined that your race or race cars can be in. Of which one is the startup/reffing phase. During this phase, activate a separate microchip that takes care of the countdown. This MC can simply contain a Timer hooked to a Sequencer; this Sequencer represents 4 seconds in which 3 batteries overlap eachother and each is hooked to the lights of the countdown signal. When the last frame of the sequencer is reached, you can have it feed back a signal to move onto the next main phase: the race.


2) Making a top down ramp. I know it can but done but I can't figure out how, any ideas?

You cannot make ramps top-down with ordinary material. You may be able to fake it by creating an optical illusion: gradually widen the road at the base of the ramp before the surface of the road abruptly goes up one layer. The drop shadow may give it away, though, so you'd need to play with that. Rods, Wires, etcetera can be connected across layers and may help to create the illusion.


3) I tried to link the levels together but I can only link published levels. This means I would have to submit the five tracks (only playable by a link); link the levels, submit the hub and then update the track with a link back to the hub, this would need to be done quick. Is there an easier way?

Howcome this need to be done quick? You can also publish the level locked, so nobody can play it without a key.


4) At the start of the race the players can choose the color of their car with grab switch sponge. How to I make it teleport them to the car of their choice and only allow one person per car color? Also I would need to teleport them to the room with the level link to the hub after they complete three laps, anyone know how?

Have the player mount a DCS (Controlinator) that is stuck to some piece of invisible holo. Logic on this chip moves the piece to the scene of action (Follower following a tag). Switch Followers to make it move to another spot.
2011-03-04 15:21:00

Author:
Antikris
Posts: 1340


1) The other guy pretty much covered it.

2) To make the cars actually go up the 'ramps' you'll need to have an in-out mover activated on the car when a sensor near the ramp is triggered or else they'll hit the abrupt edge of the front layer.

3) You don't have to upload them all simultaneously, first you could just upload your first track and have it as a stand alone race. As you complete more tracks upload them and you can quickly go back to your moon, add a level link to your first track and republish taking less than a couple of minutes. As you expand your tracks simply edit the last level to link to it. Or how complex are these tracks? Can you not have multiple tracks within the same file?

4) See the other guy's again.
2011-03-04 15:49:00

Author:
Xaif
Posts: 365


I've tried what you've suggested but now I can't control the car at all even when the timer activates the selector; when the circuit is complete and supposably activates the reving controlinator I am unable to do anything at all.

Here's a picture of how I've set up the logic. Maybe this way someone can tell me where I'm going wrong.
2011-03-04 17:54:00

Author:
CragmiteBlaster
Posts: 49


Why do you have 3 controlinators on the same circuit board? This is overly confusing. To set up a timer:

Connect your throttle button output to the revving sounds as a direct connection. Also connect it to the input of an AND gate. Have the output of the AND gate connected to the mover which controls forward movement. Have a battery at the end of your count down sequencer and connect its output to the second input of the AND gate. This means the forward mover is disabled until the count down timer has finished, but you still get the sounds. Do this set up for the reverse mover and rotation devices if you wish to prevent turning until the green light.

Hope that helps.
2011-03-04 22:08:00

Author:
Xaif
Posts: 365


Thanks very much! That makes a lot more sense than what I was doing; I think I misinterpreted the advice AntiKris gave me. I'll get right on making the countdown tomorrow as in my time zone it's nearly 11 PM.

If I ever need anymore help I'll be sure to ask you; you seem to really know about logic. But AntiKris does too ... so thanks to both of you!

If you want to see screen shots of the track then follow this link.

https://lbpcentral.lbp-hub.com/index.php?t=51575-Sackro-Machines-V3-*Screenshots*!
2011-03-04 22:45:00

Author:
CragmiteBlaster
Posts: 49


I've got the countdown working fine so that's one problem solved. But now one previous problem remains and a new problem has arisen.

1) I still don't know how to make a player teleport by grabbing the sponge which takes them to the car colored as they want. AntiKris; you suggested using invisible holographic material, a controlinator and a follower to move the player ... I have no idea how to make a follower that will move the player to the scene of the action and the car they chose. Can anyone explain this?

2) I had everything wired up properly and I added the cars to my objects and put them in emitters ... but when they were emitted all the wires from the checkpoints around the tracks had vanished. Is there a way around this? I'm thinking of just making all four cars start on the track and once the player is in one they drive to a barier of vanishing material with a counter; the countdown would then commence. But thanks to this problem I had to get rid of the pre race revving status. Any tips?

The level is very nearly finished; once track 1 is done I can use the same logic for the other courses and it will all be about design from then on.
2011-03-05 18:06:00

Author:
CragmiteBlaster
Posts: 49


I'm on the home stretch of finishing the first track; I have the teleporters to the cars working, the cars are fine, the track checkpoints are done and all is pretty much well. Bar one thing.

I need a way to end the race. When three laps are completed a checkpoint is activated; I need a way to kill the player and get him/her to the checkpoint when they complete three laps. So far I've tried lethalising the car, explosives and horrible gas to no avail. I'm thinking of using a max range instant exit controllinator teleport... but will that work?

Also there's a glictch with one of the cars; when the player enters it they dissappear,they can still drive around like normal but the sackperson vanishes. Is this normal and is there any chance of this causing a problem?
2011-03-06 18:45:00

Author:
CragmiteBlaster
Posts: 49


Do you have your controllinator set on a piece of hologram that follows the car around or what? If so have the hologram follow the check point instead of the car and your sackboy will be transferred there. If you need the player to be ejected at this point, set up a tag sensor so that when the holo meets with the checkpoint, your sack person is ejected.2011-03-19 17:49:00

Author:
Xaif
Posts: 365


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