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#1

Controlinator Prompts not working

Archive: 7 posts


My basic set up is from Comph's tutorial video #4, but with the addition of the sackbot getting into a controlinator seat. Or in other words, this:

The player controls the Sackbot, and the player is sitting in the DCS 1 on the hologram. That DCS transmits a signal to DCS 2 on the sackbot. Then the Sackbot gets into a third DCS and controls a puzzle.

Once the sackbot is in the third DCS, the camera fades in to a puzzle. I'd like to be able to see prompts so that the player knows what button does what. I've put more than a few hours into testing this and so far have come up short and completely frustrated.



Does anyone have any suggestions on what to do? Here is basically what I've tried so far that didn't work:

1. input prompts on DCS 3 only
2. input prompts on DCS 2 only (interestingly, the d-pad and x-button prompts displayed, but nothing else, and they displayed no matter where I was in the level)
3. input prompts on DCS1 only
4. input prompts on DCS 3 and 2
5. input prompts on DCS 3 and 1
6. input prompts on DCS 1 and 2
7. add a DCS 4 onto sackbot and input prompts
8. DCS 4 still on sackbot with prompts, and wired to DCS 2
9. DCS 4 with prompts still on sackbot set to receiver (red), DCS 3 set to transmitter (red)
10. #9, but with a tag sensor and tag to activate DCS 4
11. DCS 4 with prompts placed on DCS 3
12. #11 but reversed - player gets into DCS 4 instead of DCS 3

And all of that is just from memory. I tried messing with different settings in the DCS's and sackbot himself, but no need to list all of that since nothing worked.

Just assume I'm back at square one, with the description at the top of this post. Thanks!
2011-03-13 20:57:00

Author:
Powershifter
Posts: 668


You could try this. Once the sackbot hops in the control seat instead of him using the control seat just make it seem as if he is. Perhaps using microchipped batteries to turn the sackbot seat off and the puzzle seat on for the main control seat. I found that when seats are turned off the controls no longer pop up. So only the ones that are activated will display controls. Then once you are done with the puzzle it would eject the sackbot and turn his controls back on and disable the other. I hope you get what I'm trying to say.2011-03-13 21:06:00

Author:
Kitkasumass
Posts: 494


You could try this. Once the sackbot hops in the control seat instead of him using the control seat just make it seem as if he is. Perhaps using microchipped batteries to turn the sackbot seat off and the puzzle seat on for the main control seat. I found that when seats are turned off the controls no longer pop up. So only the ones that are activated will display controls. Then once you are done with the puzzle it would eject the sackbot and turn his controls back on and disable the other. I hope you get what I'm trying to say.

Whether or not the player can see the sackbot getting into the seat isn't an issue. That happens off screen, and you won't see the sackbot at all while controlling the puzzle. But turning the sackbot seat off and the puzzle seat on is a very interesting idea! I'm not sure how microchiped batteries would help, but with my set up, I think you may be on to something.
2011-03-13 21:12:00

Author:
Powershifter
Posts: 668


The player controls the Sackbot, and the player is sitting in the DCS 1 on the hologram...

It used to be the case that...

Only the prompts as set in the Controlinator in which the Sackperson is sitting will ever show.
The prompts will only show for a particular button if there's a wire coming from that button.

...but I'm not sure if these rules still apply.

The typical workaround for 'wi-fi' Controlinators was to create dummy connections from the buttons you're using and terminate them at Circuit Nodes or somesuch on the Controlinator's circuit board.
2011-03-13 21:16:00

Author:
Aya042
Posts: 2870


The way I have used it for my latest creation is like this. The main seat is the transmitter for all seats that will eventually be used. Actually you can just put different seats on different microchips and have the chips activated deactivated in certain ways. Example: your in the seat and it controls the sackbot. When he hops in the seat for the puzzle the controlinator active thing can be hooked up to say an emitter that emits a tag really quick. If you've got a toggle switch hooked to the sackboy control seat microchip it can turn it off. Then say the puzzle is over it can emit the same tag again really quick to toggle it back on. There is other ways to do it I'm sure but I don't know your setup. Basically if your seat is on a microchip it can be turned on or off while other seats are also turned on or off. And only the one that is active will display the control prompts. If you want your more than welcome to join me sometime and I've got a similar setup I could show you or help you out.

EDIT: Also all the seats being activated/deactivated have to be receivers of the main control seat
2011-03-13 21:20:00

Author:
Kitkasumass
Posts: 494


It used to be the case that...

Only the prompts as set in the Controlinator in which the Sackperson is sitting will ever show.
The prompts will only show for a particular button if there's a wire coming from that button.

...but I'm not sure if these rules still apply.

The typical workaround for 'wi-fi' Controlinators was to create dummy connections from the buttons you're using and terminate them at Circuit Nodes or somesuch on the Controlinator's circuit board.

Thanks Aya - I do know that #1 is not true, at least not anymore. I had prompts working with my DCS #2, the one the was being remotely activated by DCS #1 (which the sackperson was sitting in). And also, in that case, there were no wires coming out of DCS#2, and yet that was the only DCS that had prompts at the time, and half of them worked. Maybe if I would have had them wired to nodes they all would have worked? But still, the prompts from DCS #2 display throughout the level. I only want them to display at the puzzle - which is why I thought DCS #3 was the one that needs prompts.

Also, DCS#3 (the one that controls the puzzle) is wired to a lot of different places.


The way I have used it for my latest creation is like this. The main seat is the transmitter for all seats that will eventually be used. Actually you can just put different seats on different microchips and have the chips activated deactivated in certain ways. Example: your in the seat and it controls the sackbot. When he hops in the seat for the puzzle the controlinator active thing can be hooked up to say an emitter that emits a tag really quick. If you've got a toggle switch hooked to the sackboy control seat microchip it can turn it off. Then say the puzzle is over it can emit the same tag again really quick to toggle it back on. There is other ways to do it I'm sure but I don't know your setup. Basically if your seat is on a microchip it can be turned on or off while other seats are also turned on or off. And only the one that is active will display the control prompts. If you want your more than welcome to join me sometime and I've got a similar setup I could show you or help you out.

EDIT: Also all the seats being activated/deactivated have to be receivers of the main control seat

That makes complete sense - thanks! I'll give that a shot either tonight or tomorrow night. If I still can't get it, I'll add you on the PSN. And hey, at least you're in the same time zone (and state!) as me.
2011-03-13 21:24:00

Author:
Powershifter
Posts: 668


You should figure it out. You can have the chips activated and deactivated by any means you choose so it shouldn't be too hard to incorporate into your setup. I just figured this out yesterday. Glad I could share it and help somebody out.2011-03-13 21:42:00

Author:
Kitkasumass
Posts: 494


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