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Wall-Walking Enemies Help
Archive: 9 posts
I have been trying to build a moving object that can walk on walls, ceilings, and slopes. Slopes are the problem. I need my object to be able to stick to direct angles. For example, it will need to be able to walk around a circular foreground piece 360 degrees. Ideally, it must be able to be an enemy robot, AND a player controllable one. For now, I'd like top focus on the enemy aspect. The Application: (1) My idea involves a floating enemy robot that follows sackboy/sackbot along a predetermined rail. It will follow him vertically and horizontally, provided there is a rail for that. I want the rail to be hologram, but that presents the problem of having collision for the robot. The robot (which might I add, is a simple floating circle) will have a target that follows sackboy, indicated that he is in trouble. After a set amount of time, the target will flash, the robot will STOP following sackboy, and the laser will fire. The process repeats. Why is it gravity-defying?: Technically, the enemy will move around a ceiling on a hologram rail, and it will have to require advanced tracking technology that limits it to the rail, and also follows sackboy correctly. The Application: (2) Instead of sticking to a floating hologram rail, the enemy will essentially stick to walls, ceilings, and slopes. The same tracking technology will be required, but since the object actually interacts with solids, the application is a bit trickier. I attempted to make it work with a selector with multiple mover outputs, each customized to go along with all 8 possible gyroscopic angles. In this case, I can only see it working with 45 degree slopes, which is perfectly reasonable, but more angle compatibility is always welcome. Once again, up down left and right are all easy, but once slopes get involved, my system fails. This is because I rely on invisible hologram with tags, which are sensed by tag sensors, which in turn activate different selector outputs. On slopes, the object toggles endlessly between the previous and new state, since it technically it touching both tags. As a result, it is impossible without a different method. I'm looking forward to assistance, as this idea will play a big part in my future level. Thank you | 2011-03-15 21:22:00 Author: synchronizer Posts: 287 |
The target is fairly simple I just needs a follower on it. Application one could also be done using a follower combined with tags that switch on and off. The second application is a bit harder and requires a walking mechanism somthing that I have never been good at. Once you have this then you need to make the feet sticky and non-sticky which can be don using a sequencer combined with batteries and the material tweakers. Any sort of gun will need a look at rotator directed at a tag on the target. Again you will probably need a sequencer to co-ordinate everything. | 2011-03-16 00:24:00 Author: Megafig Posts: 52 |
I made a ceiling walking mech using the sequencers set to direction and the impact sensors switching sticky feet and such, but I am sure you can do better. It is at the 8212 level. But I think you may just want wheel set to sticky, then it will roll on the walls. That could work with the rail. If you are doing feet though I ran into issues with speed and sequencers for direction and walk. I could not speed the mech up with out it randomly skipping steps. | 2011-03-16 01:08:00 Author: celsus Posts: 822 |
Interesting, but I'm looking for more in-depth explanations. I truly don't know exactly how to make it work. Again, the second application is more important to me at the moment. I don't think my explanation is being understood completely. I want to make the rectangular enemy probe without legs of any sort move upside down or sideways up or down slopes. Currently my system fails because it relies on multiple movers activated with a selector's inputs, which are impact sensor ed tags. I'm looking forward to a response that can actually diagram it or make an example because I've experimented many times and I really need something that works perfectly. | 2011-03-16 01:09:00 Author: synchronizer Posts: 287 |
So ignore the second part about it walking or touching the ground? The big issue I see here is if a plyer moves back right when it is changing angles or too far away when it is doing its power-up. you could combine sensors set to tags for if it is limited to up/down, or left/right, and such combined with a follower set for following the person that way. So if it is in zone A and such it will go up/down, and zone B left/right, but circles and such....ouch, tags set to flee a tag, and use those to cut-out the off limit zones. How big is the track, do you have screen shots? Is this a mini game? | 2011-03-16 01:40:00 Author: celsus Posts: 822 |
Could you use invisible sticky wheels to make it move on surfaces? Or two invisible holo strips spinning to opposite directions and mover set to local space in both of strips and impact sensor that activates the movers when touching surface? | 2011-03-16 16:21:00 Author: waD_Delma Posts: 282 |
I had this problem when trying to implement the spiderball technique for my morphball. Play my level, and tell me if spiderball function is what you're looking for. If so I'll show you how to do it. If not, then I guess I don't know exactly what you want. But I'll be more than happy to help if I can. | 2011-03-16 16:37:00 Author: Shadow_Wolf_1987 Posts: 108 |
I will play your level when I have time. I will PM you if it is what I am after. Thanks for the help . | 2011-03-16 20:29:00 Author: synchronizer Posts: 287 |
Sticking to walls; Use either sticky setting set to turn on and off very fast, or use movers and gyros, creating a independent gravity. Holo rail; Make a line of tags, and set it so when the enemy has an impact with the tag it will bounce up using a mover for a short time, keeping it above the rail. Add me on PSN, I will send you an example to take apart. I know how to do it lol | 2011-03-17 04:35:00 Author: kvbkvb Posts: 63 |
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