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#1
Let a sackbot control something on its own?
Archive: 6 posts
What i'm trying to do is basically let the sackbot move and do stuff on its own, Is there a switch for this or something? | 2011-03-23 01:09:00 Author: zuriku Posts: 28 |
Kinda tuff... you need to make it do one subject- (example) set it egenst you and to follow you.. you can lett it use controllenator too! | 2011-03-23 01:17:00 Author: Unknown User |
Its possible but tricky. What you could do is to place a series of microchips on the sackbots main chip base and label them with a function the sackbot will perform (eg, one chip could make the sackbot flip a switch or activate something else) On each chip place a sensor that will pick up and activate the signal of a matching tag when the sackbot encounters it. So therefor say on one chip you have it set to activate a switch with a blue tag sensor-set its radius it around max 15. now elsewhere in the level place a blue tag so that when the sackbot passes this tag, its trigger the coresponding chip on the sackbot. To make the sackbot move off himself, tweek his base chip. Set his movement to PATROL-- making the RIGHT HANDED part say yes, sets the initial way he'll travel. He defaults to heading right. Now, If you place a high enough wall either side of him, he will circle over his own footsteps in a loop (untill he hits another wall or drop). You can chane whether he jumps, is afraid of heights (wont fall off ledges, etc) to make him travel the way you want him too. | 2011-03-23 02:26:00 Author: Sean88 Posts: 662 |
If it's merely a scenery object kinda AI sackbot, you could just set the sackbot's behavior to Act, and record all the things you want it to do. Tweak the Sackbot to Absolute Loop so it will attempt to go back to the original position after the animation set is done and then re-play it. Finally, stamp a Material Tweaker within the Sackbot's circuit board and tweak it to non-grabbable. This will assure you that people won't be able to push/pull the sackbot around and mess with the animation sequence. Sean's solution works as well! and gives the Sackbot a more random feel, and indeed you could use a randomizer to activate certain things at any given time. The only thing I'd be concerned about is Thermo. You should test both ways Zuriku and check the thermo efficiency, because if it's a scenery object kinda Sackbot, you will want the Sackbot taking as less thermo as possible, and sackbots can take quite a bit from it. | 2011-03-23 06:37:00 Author: MonarioBabii Posts: 128 |
Your question is very vague and it all depends on exactly what your trying to achieve here. You should check out the tutorial section (https://lbpcentral.lbp-hub.com/index.php?t=46908-LittleBigPlanet-2-Tutorials-and-Games) first. | 2011-03-23 17:07:00 Author: Discosmurf Posts: 210 |
Aww, thanks Monababii. I do try hehe. Everyones advice works | 2011-03-24 00:39:00 Author: Sean88 Posts: 662 |
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