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Controlinator + Sackbot + Creatinator = Wonky Aiming?

Archive: 8 posts


I have a Sackbot with a Creatinator and it refuses to aim correctly! For some reason, the bot is stuck looking to the right. I can adjust the aim just fine with the right analog stick, but releasing the stick will cause the bot to reset looking to the right. Is this normal behavior? How do I prevent this?

(This is my first post, so thanks for reading!)
2011-03-11 00:00:00

Author:
GeeGee
Posts: 3


Hmm...do you have the "look at tag" option active? Only thing I can think of that would make it do that :

Check your analog stick too.
2011-03-11 00:10:00

Author:
comishguy67
Posts: 849


I appreciate the speedy reply, but unfortunately, that is not the case .

"Looks at Tag" is set to "No" and my controllers are a-okay. When I don't use Sackbots, I can aim perfectly fine.

If I play with two controllers, one Sackbot is stuck looking to the right and the other Sackbot is stuck looking to the left. They have similar logic, so I'm not sure what's going on.
2011-03-11 00:30:00

Author:
GeeGee
Posts: 3


This is a known bug. It happens with the creatinator and the paintinator. Sorry to tell ya there's not a thing you can do about it for now. It's been added to mistervista's bug list. https://lbpcentral.lbp-hub.com/index.php?t=44678-Lbp2-bugs-list2011-03-11 00:41:00

Author:
Chicago51
Posts: 258


Bah, I spent hours trying to solve this! Thanks for the heads up. I can rest easy now.2011-03-11 00:48:00

Author:
GeeGee
Posts: 3


Sorry to tell ya there's not a thing you can do about it for now.

You could probably work around it using some logic, but it's non-trivial, so you may prefer to wait for a patch, but that might be a long wait.

As a rough guide, you'd need two Controlinators: one to receive the signal from the right stick, and the other to actually control the Sackbot. You'd then wire all the outputs from the receiver to the controller inputs, but add in some logic to ensure the right analog stick signals never drop below the threshold required to keep the aim active.

I tried something akin to this...
http://i8.lbp.me/img/ft/ba8151c46348672869d27497215d4d696415d7b7.jpg
...from this thread (https://lbpcentral.lbp-hub.com/index.php?t=49184-how-to-mimic-an-objects-angle-help), but increased the range on the Tag Sensors to keep the output value above the threshold, which worked, but seems a little clumsy.

Perhaps there's a solution which avoids the external physics, but I couldn't think of one off the top of my head.
2011-03-11 20:17:00

Author:
Aya042
Posts: 2870


Perhaps there's a solution which avoids the external physics, but I couldn't think of one off the top of my head.

Something that stores a value until another value is detected perhaps? This is something that I've been mulling over in my head, but I'm not exactly sure how it would work. It seems to me that if you're pressing the thumbstick as far as it will go in any direction, the total of the L/R and U/D signals should be 100%, right? So any signal total that's lower than 100% (or 95% to add in some margin for error) could be disregarded (so that when you let go of the stick, it doesn't read the values on its way back to the centered position) and it will only update the values if the new total > 95%. I'm not exactly sure how to store and clear signals though: I know how to stick a signal in an OR gate, but I don't know what would be the best way to update a signal that has the capacity to decrease.

[edit] Turns out I was WAY off. Turns out that if you push the stick up+right all the way, the U/D and L/R each output somewhere around 88% signal strength (the stick hits 100% before you actually reach the end of its range). The combined signal from a stick pushed to the edge can be anywhere from 100% (full up, down, left or right) to 175ish%. Given that, I can't think of a way to build a logic gate that can detect whether the thumbstick is being pushed all the way or only partially.

[edit again] Seems that setting it to update unless the total < 100% actually does work alright since letting go of the stick causes both signals to drop in a single clock cycle. The circuit is pretty complicated but it works reasonably well (sometimes the angle drifts by a degree or two when you let go of the stick, but that makes it pretty much the same as what happens you let go of the stick normally) and I'm pretty sure it updates at 30Hz. I've tested my solution side by side with a non-fixed bot and mine works darn near flawlessly--in fact, it works better than a standard sackboy because it doesn't snap to the nearest of the eight directions when you let go of the stick so you don't have to keep the thumbstick held down to keep your aim precise.
2011-03-12 00:59:00

Author:
Sehven
Posts: 2188


Something that stores a value until another value is detected perhaps? This is something that I've been mulling over in my head, but I'm not exactly sure how it would work. It seems to me that if you're pressing the thumbstick as far as it will go in any direction, the total of the L/R and U/D signals should be 100%, right? So any signal total that's lower than 100% (or 95% to add in some margin for error) could be disregarded (so that when you let go of the stick, it doesn't read the values on its way back to the centered position) and it will only update the values if the new total > 95%. I'm not exactly sure how to store and clear signals though: I know how to stick a signal in an OR gate, but I don't know what would be the best way to update a signal that has the capacity to decrease.

[edit] Turns out I was WAY off. Turns out that if you push the stick up+right all the way, the U/D and L/R each output somewhere around 88% signal strength (the stick hits 100% before you actually reach the end of its range). The combined signal from a stick pushed to the edge can be anywhere from 100% (full up, down, left or right) to 175ish%. Given that, I can't think of a way to build a logic gate that can detect whether the thumbstick is being pushed all the way or only partially.

[edit again] Seems that setting it to update unless the total < 100% actually does work alright since letting go of the stick causes both signals to drop in a single clock cycle. The circuit is pretty complicated but it works reasonably well (sometimes the angle drifts by a degree or two when you let go of the stick, but that makes it pretty much the same as what happens you let go of the stick normally) and I'm pretty sure it updates at 30Hz. I've tested my solution side by side with a non-fixed bot and mine works darn near flawlessly--in fact, it works better than a standard sackboy because it doesn't snap to the nearest of the eight directions when you let go of the stick so you don't have to keep the thumbstick held down to keep your aim precise.

Interesting, could you post this in LBP as an object or something? It would be nice to get this fixed.
2011-03-18 01:03:00

Author:
Unknown User


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