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#1

Sakbot inventory?!

Archive: 9 posts


Hey guys.
Well i got o problim with my Sakbots inventory, the inventory itself is all fine and working.
The problem is i cant figure out how to get the sakbot to "open" the inventory.
I made the inventory using the same method of Menu building as what CompherMC teaches in his LbPlaneTutorial on Utube
(thanx Compher) That being said im also having a hard time figuring out how to get the Menu to start when ya enter the level and then how to "start game" when you select Play/Start frm the menu. Lol im just not cut out for this "techy" stuff , i think my ambition deff exceeds my capabilities sometimes
2011-03-13 19:11:00

Author:
ghostdogg
Posts: 32


hi fullas, So ok, could someone please help me make an Inventory, well not so much the inventory but more explain to me how to "open" and "close" the inventory.
I have a menu set up and working, i just cant for the last 2 weeks figure out how to get the sakbot to access the inventory

On a side note i cant figure out how to get the player to spawn at my level start when he selects "play" from the levels start menu.

Please help an ol fulla out guys i have searched and searched both online and even scoured LBP2's levels for tutorials or any info on this and ive come up with nadda, hence asking here.Again
thnx
2011-03-14 14:48:00

Author:
ghostdogg
Posts: 32


Use a teleporter to get the player to the start of your level. One tutorial is here (https://lbpcentral.lbp-hub.com/index.php?t=45072-Simple-Deathless-Teleporters)

As far as the inventory - please elaborate. Not sure exactly what type of inventory system you are doing here.
2011-03-14 15:51:00

Author:
Shanghaidilly
Posts: 153


ok, well quite simply put id like the player to be able to open an inventory which, very simply has a set of potions that he may "select" which then implements the effect on the Sackbot. of course the number of potions stored will be fi-inite, but i was intending on handeling this the same way i have my health system, one that Sean88 suggested in a previous post (that you replied to)
The inventory itself is pretty well made , its just your standard Menu system.

If ya like ya can check out my workshop and see 4 yourself, maybe you'd find it easier to explain that way? either here or there is good 4 me
d-GHOSTDOG-b is my PSN.
2011-03-14 17:42:00

Author:
ghostdogg
Posts: 32


Wish I could get online with you, but I'm at work right now.

So is the inventory system an actual object? Or are you looking at a method for representing it to the player? Sorry, I'm still confused on what you're looking for.
2011-03-14 18:08:00

Author:
Shanghaidilly
Posts: 153


This is off the top of my head, so bear with me. It seems like the biggest problem is in getting the inventory to show and hide, and have persistent data.

One way would be to make it all out of holo then show/hide it as needed, but that can be difficult to see on certain backgrounds.

Another would be to set the menu off screen with a controllinator on it and a cut away camera to jump to it when that is active, then back to your sackbot when done.

This last one may or may not work, but it sounded good in my head
You may be able to create an emitted object that is a sort of inventory template that reads and populates itself accordingly. Then put all your logic on another part of the level to determine what it shows.

So, say you have health potions. You could have a section in there for health potions. You could have a tag sensor that reads the analog signal and uses that to determine how many potions to display for that category, and uses whatever method you have chosen to display them.

On holo follower, you can have a microchip that has a section for health potions as well. This section has a counter attached to a tag. The counter is set to whatever your limit is on that potion, and you add to it as you collect potions, and remove from it as you use them.
2011-03-14 18:08:00

Author:
tdarb
Posts: 689


ok, this is to both Shang and tdarb.
tdarbs comment QUOTE::Another would be to set the menu off screen with a controllinator on it and a cut away camera to jump to it when that is active, then back to your sackbot when done. is exactly what ive been trying to work out how to do. But i just cant seem to figure out how to control the Menu's controllinator to operate the "inventory" (menu)
This is the problem thats been doing my head in for the last week!! LOL

(thanks for wording what i was trying to convey so much better than i was tdarb )
2011-03-14 18:54:00

Author:
ghostdogg
Posts: 32


oh, ok. The way I've done it on one level is to have my main controllinator set as a transmitter, then have the receiving controllinators (menu and sackbot in your case) on microchips. When you hit your menu button, toggle the sackbot chip to off, and your menu chip to on. That will switch the cameras, and which controllinator is actively receiving input. Then do the opposite to exit the menu.

i just attached a toggle switch to the microchips, but I'm sure there's other ways to do it.
2011-03-14 19:12:00

Author:
tdarb
Posts: 689


ok, man i'll deff give that a go and let ya know how it pans out 4 me, just finishing up on a lil sumthin at the mo (im on a roll)
man cant wait till i got all this stuff together, i been lost in a world of Logic for the past week and a half, havnt made a single bit of scenery or any other conventional creating, cant wait to unfurl my shapeshifter on the world!!!
2011-03-14 20:18:00

Author:
ghostdogg
Posts: 32


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