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#1

Limit a Sackbot's Patrol

Archive: 6 posts


Hiya,

I'm working on a pretty linear level at the moment, and I have multiple sackbots at the start just patrolling back and forwards. I have nothing to get in their way, so nothing to stop them patrolling. Does anyone know how I could invisibly set a sackbot's patrol limits?
2011-04-02 10:24:00

Author:
Unknown User


I recommend grabbing a pen and paper to note this down, as it is very long.

Ok, this is very complicated, so listen up. What you need to do is get a sackbot set on idle. Place a receiver on it's chip. Set it to override sackbot. Then, this is were it may get a lil' confusing for some people.
You'll need the directional combiner and a selector.
Now place them both on the controllinators chip. Make the selector only have to ports. Wire up the wires from the selectors into the wires on the combiner (One wire in one, the other in the other).

Now this is the easy bit. Get a piece of hologram. Place a tag that name it switch. Then, put and impact sensor on the sackbot, tick all settings, and then include tag. Make sure it is the same tag type. Now wire the impact switch to the selector and it'll toggle.
2011-04-02 10:34:00

Author:
sackruler905
Posts: 103


Perfect, just what I needed. Added a bit of signal subtraction to stop his running, and it works perfectly. Thanks!2011-04-02 10:49:00

Author:
Unknown User


No problem, if you need any logic tips, send me a msg on PS3.
EDIT: Also, you can use it to make them jump.
2011-04-02 11:07:00

Author:
sackruler905
Posts: 103


Alternatively you could set the sackbot's behaviour to "follow tag", then place the tags whever you want the sackbot to change direction in it's patrol routine. So...to start with, the sackbot's active behaviour chip tells it to walk to tag 1. Upon reaching tag 1, a tag sensor placed on the bot will activate a selector which switches behaviour chips, telling the sackbot to turn around and walk to tag 2, and so on. This will allow you to plot a precise patrol route for your sackbot to follow, and you could even make it move between any number of different points before returning to it's original position to start the routine all over again. That's not a precise description of the logics required, but I'm sure you can figure out the fine details yourself. You just need a selector, (at least) 2 behaviour chips set to "follow tag", (at least) 2 tag sensors inputing the selector, and a couple of perm switches (counters set to 1) which reset each other, to keep the selector outputs active until the next tag is reached.2011-04-02 13:39:00

Author:
Ungreth
Posts: 2130


That is a good method, but with the override method you can add in commands without having to make them act, which will not always be able to do everything ( Say if you made it act to jump, it could not jump over anything, whilst on the override method you can just simply put it on hologram and it'll jump and still walk at the same time)2011-04-02 13:44:00

Author:
sackruler905
Posts: 103


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