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Sackbot Animations on 'Command'

Archive: 9 posts


Hey everyone,

I'm finishing up my latest project but I need your help once again. Throughout my level, there are cutscenes that are triggered by the player (Player Sensor) in which it shows various Sackbots. I need for their animations ( Sackbots ) to start once the cutscene itself is triggered. I have recorded their animations but I can only get them to loop absolute or relative, which as you can imagine, doesn't work. Is there a way to set the Sackbots to be perfectly still up until the cutscene is triggered ? (Via Player Sensor or other method)

Another quick question, is there a way to get sounds to Play only once? For example, 'Tree Fall' from the Destruction sounds. It plays once triggered but if Player 1 walks by again, the sound itself is triggered again and again.

Thanks everyone for your time, you've been extremely helpful!

Shifty
2011-03-20 16:54:00

Author:
The inFamous Sack
Posts: 54


Question 1:
Copy the behaviour chip from your sackbot and place it somewhere in his chip;
Set the initial chip to "idle";
Place a battery on your movie sequencer (remember to use the right thumbstick to adjust its lenght) and connect it to the new chip.

Question 2: I can only think of having a player sensor coneected to a 1-shot counter, and the counter to the sound.
2011-03-20 17:44:00

Author:
gdn001
Posts: 5891


Question 1:
Copy the behaviour chip from your sackbot and place it somewhere in his chip;
Set the initial chip to "idle";
Place a battery on your movie sequencer (remember to use the right thumbstick to adjust its lenght) and connect it to the new chip.

Question 2: I can only think of having a player sensor coneected to a 1-shot counter, and the counter to the sound.

Couldn't he also use 1 shot-counters on the sequencer as a permanent switch to activate the bot chips? Then there was no need to make lenghty batteries... But I'm not sure as I never tried this myself, correct me if I'm wrong
2011-03-21 00:11:00

Author:
SnipySev
Posts: 2452


Couldn't he also use 1 shot-counters on the sequencer as a permanent switch to activate the bot chips? Then there was no need to make lenghty batteries... But I'm not sure as I never tried this myself, correct me if I'm wrong
Well, not much useful if you want to switch behaviours in the same sackbot.
2011-03-21 00:13:00

Author:
gdn001
Posts: 5891


Hey all, so I got both of my questions answered and they're both working just fine For the sackbots, I duplicated their chip, set the one to Idle and Recorded with the other and included a sequencer. Very simple method. I gave the Counter a try but it confused me more than anything, I'm not that great with these things lol.

Thanks again so much! My project is almost complete!!

Shifty
2011-03-21 01:52:00

Author:
The inFamous Sack
Posts: 54


The counter thing is easy. You set the sound object (or whatever else you might want to use only one time), then get out a counter set to count to 1 and hook it up to the sound object. Then get a player sensor (or whatever other sensor you might want to use for something like this), and hook it up to the counter. The player will walk by and the counter will count to 1 and set off the sound. The counter will never reset so the sound will never play again. Basically a counter set to count 1 is a permanent switch. It works for turning things on and staying on, or for turning things off and staying off, or for playing things only one time.2011-03-21 02:47:00

Author:
Kitkasumass
Posts: 494


Ok, 2) is easier so I'll say that first.

Permanent switch leading to the sound. This can either be a counter (counts to 1), timer (counts to 0.1) or and OR gate with its output wired to the second input so you get an infinite loop. That stuff's all on the wiki, you know.



For 1), you could just have the sackbots emitted with their whole animation on the behaviour chip. For each thing have a different sackbot unless they follow the player after the animation ends.

The 'command' would be the emitter emitting, since that immediately makes the animation play.

My good friend Antikris/Stellakris taught me another way to make the sackbots animate and at certain points they throw the player to a switch, or you have to throw them at a switch. Easily done with selectors, mirochips, batteries, tag sensors/impact sensors and overriding controllinators. However that is quite advanced so it's best to emit them or have the behaviours triggered FROMidle TO your animation. NOT gates involved.
2011-03-21 08:44:00

Author:
mutant_red_peas
Posts: 516


I follow a general rule when setting up multiple sackbot behaviours, that each behaviour will be placed on it's own nested microchip. Each microchip is then triggered by a selector. This will ensure that various behaviours don't cross trigger and cancel each other out. So, I would start by doing that. Set your default behaviour chip to idle and to be activated by selector output 1. Now set your acting chip to be activated by selector output 2, and have the trigger for that chip wired into selector input 2. Whatever trigger activates the acted behaviour, wire that to a not gate which should then be connected to selector input 1.

So...no active trigger = idle sackbot, trigger active = acted behaviour.

You could ideally make the logic modular with tags and tag sensors. So whatever triggers the cut scene, (player sensor, grab sensor, etc), activates a uniquely labelled tag. Everything that you want to happen during the cut scene (movie cam, sackbot behaviour, etc) is activated by tag sensors which detect that uniquely labelled tag. The tag sensor activating the sackbot would actually be placed on it's circuit board as the input that triggers selector output 2 (acting bahaviour).
2011-03-21 11:13:00

Author:
Ungreth
Posts: 2130


Thanks everyone for the feedback and help! I got both of my questions answered and the level is running exactly how I intended it to. I'll be making a thread here for it in the next day or so.

You could always search for "The Golithe Temple" in the meantime. It's split into parts 1 & 2. After all, you guys helped me put the finishing touches on it! Without your help, I'd still be clueless about it lol.

Thanks again for your time and help!!

Shifty
2011-03-23 04:10:00

Author:
The inFamous Sack
Posts: 54


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