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Sackbot Enemy Logic Help

Archive: 8 posts


I'm attempting to create a Megaman style level, where the main character sackbot goes through a platform level being attacked by other sackbot enemies. I can accomplish a sackbot attacking me to certain degree, but it's sloppy. It's not smooth. Does anyone know how to make a sackbot recognize my presence and start attacking me? I'm trying to create basic foot soldier enemies and also boss battles. For boss battles, I would like for the sackbot bosses to use a controllinator in order to appear just as powerful or even more powerful than my sackbot, and maybe even switch to more powerful attacks once he gets weaker.2011-03-09 20:56:00

Author:
rambo3416
Posts: 179


For my twin stick I'm toying with selectors to emulate AI decision making. I saw the tutorial on advanced homing missiles and adapted it a bit. Maybe you could use that? It sounds like all you'd need is three ports; A neutral position for idle, a standard attack, and a more aggressive attack.2011-03-09 21:21:00

Author:
DigiOps
Posts: 111


Does a player sensor turn on the selector?2011-03-09 21:25:00

Author:
rambo3416
Posts: 179


You can plug it into an input to select its respective port.
You can also plug it into the microchip the selector is on and make it active, but that won't select a port on the selector.
2011-03-09 21:32:00

Author:
DigiOps
Posts: 111


What I tend to do is use a Selector for every phase an enemy can be in. The first input and output are the default state. You could have player proximity trigger the second state and use the same Player Sensor hooked through a NOT gate go back to the default again.

Behind each state I usually stick a microchip that I can turn on entirely. On it, I stuff things like sackbot behaviours, cooldown timers, sound effects and additional sensors that only should be active within that particular state.
2011-03-10 02:05:00

Author:
Antikris
Posts: 1340


Exactly! 2011-03-10 02:23:00

Author:
DigiOps
Posts: 111


So, lets say i have a two port selector. In the first (default port) have a player sensor or tag sensor wired to a not gate, and the not gate wired to the dirst port, and the same sensor wired directly into the second behavior port? Is this correct?2011-03-10 04:51:00

Author:
rambo3416
Posts: 179


You could set it up that way if you want. It all depends on what you need it to do. A not gate for an idle position would be a good start, though.2011-03-10 06:02:00

Author:
DigiOps
Posts: 111


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