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#1

Jump help

Archive: 5 posts


I made it so that when you're controlling a sackbot if you press X a mover will move you up temporarily before falling down. I made it so that when you press X a counter is activated which activates a .1 timer so when the timer is full the mover is activated and when the timer is at 0 the mover is deactivated and the counter is reset so you don't just float away. I encountered a problem because you can press X over and over while in the air causing you to jump even though you're not on the ground so I added an impact sensor. Everything worked good except that touching walls allowed you to jump too.

I was ok with that until I encountered a glitch where if you were touching something and kept pressing X fast the counter and timer would both stay on permanently causing you to fly away. I don't know how to fix it. I'd appreciate any help.
2011-03-28 22:59:00

Author:
Unknown User


This is a common problem with sackbots and using the impact sensor to reset the jump. I have a couple of solutions:

1) Set tags on everything that is "ground" and set the impact sensor to sense for the tag. Since walls do not have the tag, they will not reset the jump. However this causes problems if you have rotating platforms, or objects which have a side and a top, and requires you to build your level around it.
2) Have a long, thin piece of invisible holographic material follow your sackbot with max speed and acceleration, and make it so it can change layers. Make sure the follower is at the top of the holo so that the majority of the holo is beneath the sackbot. Now put a tag on the bottom of this and get another (small) piece of holo to follow it in the same way. This second piece of holo will sense for the ground, so put the impact sensor on this. I have not tested this method but hopefully it should work for any level without needing to place tags.
2011-03-29 01:45:00

Author:
thor
Posts: 388


I'm not quite sure what you mean for method 2.2011-03-29 07:36:00

Author:
Unknown User


Right OK I just tested it and it works! But it's slightly different from my (confusing) explanation #2.

- Make a piece of thin invisible holo, make sure it is taller than your sackbot
- Bolt it to your sackbot (this can be done! takes a couple of attempts to get right, I think you need to bolt near the neck)
- Put a gyroscope on it so that it stays upright
- Make a tiny (very very tiny) THICK piece of invisible holo and put an impact sensor on it
- Glue it to the other holo underneath your sackbot

Now the impact sensor will only go ON when your sackbot is just above the ground! What I did also was:
- Put an impact sensor on the sackbot
- Connect both impact sensors to an AND gate
- Use this to reset the double jump

There are other considerations that you need to make, to stop (e.g.) being able to jump if you fall off something. I'll attach an lbp.me screenshot of my working logic when it uploads.

Edit:
Here you can see the holo bolted onto the sackbot, with the impact sensor (on the microchip) on a tiny piece glued to it
http://i7.lbp.me/img/ft/927fdc23e4643148501bc9873a3f106d539da844.jpg
Here's my whole double jump logic:
- The two groups of sound/timer/mover on the right are for the two jumps
- The counter at the top counts up to 1 and is for the first jump
- The counter on the bottom counts to 2 and is for the second jump
- The red tag is not needed for this logic so ignore it
- The two controllinators are there to disable the "regular" jump but still allow left/right movement and grabbing.
- You can put the other controllinator wherever you want, I just put it on the holo that's bolted to the sackbot. Of course if the sackbot can die you'll go drifting off so you might want to put it somewhere else (like on another bit of holo set to follow)
- The timer in the middle is just a 0.1 second pause before it resets the jump, may not be needed
- The AND gate in the middle is so that you can jump once in the air so long as you've already jumped (1st counter)
http://i4.lbp.me/img/ft/bd4c81da051eb18f26eaa41146f77a249b9a8240.jpg
2011-03-29 14:32:00

Author:
thor
Posts: 388


Well I fixed the glitch I was having problems with however I can't get not jumping while touching walls to work for some reason.2011-03-29 22:23:00

Author:
Unknown User


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