#1
How to make a "Weapon Selector" for controllable sackbots.
Archive: 15 posts
Okay, this is pretty easy, but you have to pay attention. I made this step by step for convenience. What you'll need: A circle of hologram (If you want to aim your weapon) Multiple microchips Multiple joystick rotators One OR gate Multiple AND gates A follower Step 1: Take the hologram circle, and size it so it's about the height of your sackbot. Step 2: Place a microchip in the center of the circle. Step 3: Place a tag in the sackbot's circuit board. Step 4: Place a follower in the circle's microchip, set it as follows; Speed: 100 Acceleration: 100% Can Change Layers: Yes Minimum: 0 Maximum: Whatever you want as long as it follows the tag Tag: Yes Tag Color: Set this to the sackbot's tag color. Step 5: Place a joystick rotator on the circle's microchip, and set it to the sackbot's right stick controls. Step 6: Place an OR gate, and plug in the two right stick outputs. Step 7: Place a selector in the circle's microchip, and set the number of outputs to the number of weapons. Step 8: Place as many AND gates as selector outputs. Step 9: Place the same number of emitters. Step 10: Set one AND gate to activate one emitter, and do the same for the rest of the AND gates and emitters. Step 11: Set one of the inputs on the first AND gate to the selector's #1 output, and so on. Step 12: Set the other AND gate inputs to the OR switch (ALL of the AND gates) Step 13: Set a certain button from the sackbot's controls to the cycle input on the selector. Step 14: Make your weapons. Put microchips on them, and place an anti-gravity object tweaker. Step 15: Now place joystick rotators set to the sackbot's right stick. Step 16: Save all your weapons, and make them emit how you want. *TIP* Make your weapons emit ABOVE the sackbot, or the joystick rotators won't work properly. (If you emit them to the side by accident, don't worry. Pause, and set your Angle Snap to 90. Now if you emitted them on the right, turn the microchip to the left. If you emitted it to the left, turn it to the right.) <*OPTIONAL PART BELOW*> You can make holograms to indicate what weapon is selected; I won't go in depth, I'll make that in another tutorial, but you want it to emit above the sackbot (and follow) at the same time the weapon is selected. So do the same emitter theme, but make the selector number emit it, not the AND gate. ENJOY! ![]() | 2011-03-16 01:28:00 Author: kvbkvb ![]() Posts: 63 |
Nice post, hard to follow without a picture, but it should work. I am using a popup radial selection, where you open the weapon selection menu, adjust your left stick into direction of required weapon. You then press whichever trigger button (L1/2, R1/2) to link that weapon with that button. Exit menu and press button to activate weapon. | 2011-03-18 08:59:00 Author: SSTAGG1 ![]() Posts: 1136 |
Nice, Ive made one for my friends Zombie level. When you buy a gun, you get it automatically, and then when you die, you keep the gun you last bought. ![]() | 2011-03-19 11:55:00 Author: Bang126 ![]() Posts: 157 |
Nice, Ive made one for my friends Zombie level. When you buy a gun, you get it automatically, and then when you die, you keep the gun you last bought. ![]() Sounds pretty good. I'll check it out if you want ![]() Nice post, hard to follow without a picture, but it should work. I am using a popup radial selection, where you open the weapon selection menu, adjust your left stick into direction of required weapon. You then press whichever trigger button (L1/2, R1/2) to link that weapon with that button. Exit menu and press button to activate weapon. Nice. I'm actually making a sackboy controlled menu system at the moment. | 2011-03-20 17:46:00 Author: kvbkvb ![]() Posts: 63 |
Sure, feel free to add me ![]() | 2011-03-20 19:45:00 Author: Bang126 ![]() Posts: 157 |
If its on a sackbot, it might be better to "bolt" the holo to the sackbot, as the follower occasionally (especialy with lag) has trouble following the bot exactly. | 2011-03-20 20:21:00 Author: Luos_83 ![]() Posts: 2136 |
If its on a sackbot, it might be better to "bolt" the holo to the sackbot, as the follower occasionally (especialy with lag) has trouble following the bot exactly. Sackbots can not be glued or connected to *ANYTHING* without a follower.... | 2011-03-26 21:35:00 Author: kvbkvb ![]() Posts: 63 |
Sackbots can not be glued or connected to *ANYTHING* without a follower.... You can bolt stuff to their hitbox just fine. | 2011-03-26 23:20:00 Author: Aya042 ![]() Posts: 2870 |
I have a weapon system that lets you lock / unlock any weapons of your choice, and when you cycle through the weapons it automatically jumps to the next available weapon with zero latency, shuffling or glitching. I currently run it with nine different weapons, but it's adjustable to as many or few weapons as you like. The logic required for the system is a bit more complex, so I won't be able to explain it here. In a nutshell, I have a separate weapon selector logic that triggers a specific tag when you ask for next or previous weapon. These tags in turn are wired thru sensors to a 9-choice-selector that fires up another tag which indicates which weapon is currently in use. This tag is then used to activate the corresponding ammo logic and enabling the emitters of said weapons. I don't know if anyone is interested in this kind of a more complex system, but if you want I could put it up for grabs in a level. | 2011-03-28 23:26:00 Author: Linque ![]() Posts: 607 |
sounds complex enough right now. | 2011-03-28 23:38:00 Author: Unknown User ![]() |
Thanks again for this | 2011-04-05 06:00:00 Author: TREMIC1 ![]() Posts: 263 |
I don't understand why you need seperate joystick rotators. I've got eight weapons (counting tiered firing modes) and only one rotator. You don't need to turn on/off the entire control scheme, just weapon effects and ammo logic. Heck, All my weapons are wired to the same three digit counter. I should take some pictures for you guys... lol | 2011-04-06 18:13:00 Author: DigiOps ![]() Posts: 111 |
I don't understand why you need seperate joystick rotators. I've got eight weapons (counting tiered firing modes) and only one rotator. You don't need to turn on/off the entire control scheme, just weapon effects and ammo logic. Heck, All my weapons are wired to the same three digit counter. I should take some pictures for you guys... lol I'm guessing you mean the rotator on the weapon. If you didn't put a rotator, sword like weapons wouldn't work. The weapon's rotator makes it so when it emits up, it points up. And it looks better. Do you hold a gun over your head pointing forwards? | 2011-04-10 01:58:00 Author: kvbkvb ![]() Posts: 63 |
Great tutorial, might need pictures though. I'll try it and see if it works. | 2011-04-10 11:18:00 Author: Unknown User ![]() |
Thanks i might give it a go! sounds good | 2011-04-14 13:06:00 Author: Unknown User ![]() |
LBPCentral Archive Statistics
Posts: 1077139
Threads: 69970
Members: 9661
Archive-Date: 2019-01-19
Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.