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#1

Stop sack bots from moving through each other..

Archive: 5 posts


This may sound like a noobish question but how does one acheive sackbots (controlled by the player, unable to walk through enemy NPC's???)
I've tried it with different tags and such but they are not working the way im wanting, someone said to me use tags (nothing further than that and said it was easy, so im not sure if this info is correct?)

So what im wanting is a tutorial for a better logic, one that actually works.
I've searched on endlessly and cannot find a trace of info about how to do this, so any help would be awesome.

I've seen levels out there achieve it and you cant pass through them at all, even when your hop jumping it still stops the player sack bot. (This is where mine failed!!!)


Sorry if someones already asked this question, I've searched and not found any info on this, hence why i started this thread. if somebody has then just give us some links to said tutorials.

Thanks to anyone that helps!
S.Flux
2011-04-04 19:09:00

Author:
Unknown User


Put a tag on the NPC, call it 'NPC'
Put a follower on the player's bot and set it to a small range and reasonably strong movement.
Set it to flee tag, make the tag 'NPC'.
Tweak the range and speed for the best looking one.

This should make the follower try to move away from the tag when it is too close and should overpower the sackbot's movement towards it.
I haven't tested this myself but it should work. Though someone else may come up with a better solution.
Edit: See! Oh well. Hope you get it working.
2011-04-04 19:29:00

Author:
Jedi_1993
Posts: 1518


Use a 'selector' to toggle between the 'regular' sackbot action (whatever it is you want them to do) and the 'flee' action. This way, the 'flee' action will completely over-ride anything else the sackbot might be trying to do.2011-04-04 19:50:00

Author:
Bovrillor
Posts: 309


I created one way of working the method im after but it doesnt seems as simple as these techniques.
Im gonna go try these two techniques and see how they come up and if their better solutions that what i have thus far.

What i went away and did, ( In case anybody gets an idea from it, plus sharing ideas is all about LBP )
I created a MICROCHIP within the player bot, with two TAG SENSORS called "ENEMY WALL"
MINIMUM DETECTION RANGE is 0
MAXIMUM DETECTION RANGE is about 6
TRIGGER ANGLE RANGE of 170/180 degrees
The two TAG SENSORS:ENEMY WALL are placed so that one is over the LEFT side of the PLAYER BOT and one over the RIGHT side.
These are then connected to two MOVERS within the same MICROCHIP, one MOVER acts as a LEFT opposing force and one as a RIGHT opposing force
The MOVER conected to the RIGHT SENSOR TAG:ENEMY WALL is set to -1.0 left/right speed with the stength set to 100% in acceleration and deceleration, The one on the LEFT SENSOR TAG:ENEMY WALL is the same but with +1.0 set as the left/right speed.
Over to the ENEMY NPC i have the TAG:ENEMY WALL placed within it.

This setup, has it so that the player cant push itself through the enemy and that they wont budge, this is effective so that when i initiate an hit combo with timed button presses that the players bot does not pass through it, i suppose having it so that you can push the enemy a little bit would be good so im gonna try looking for that, maybe the ideas you stated will help to that effect...

Again thanks for the help!


Put a tag on the NPC, call it 'NPC'
Put a follower on the player's bot and set it to a small range and reasonably strong movement.
Set it to flee tag, make the tag 'NPC'.
Tweak the range and speed for the best looking one.

This should make the follower try to move away from the tag when it is too close and should overpower the sackbot's movement towards it.
I haven't tested this myself but it should work. Though someone else may come up with a better solution.
Edit: See! Oh well. Hope you get it working.

I had a problem with this one but it was easy to fix, having just the follower on the PLAYER BOT caused it to not to move, when i added a SENSOR TAG in conjunction with the NPC TAG and the FOLLOWER it worked. although at first it really flew away from the ENEMY NPC when i bumped into the enemy, so MAXIMUM SPEED on the FOLLOWER has to be around 10% depending on the size you make the BOTS. (i had mine at standard size so...)

So with this one theres no faffing about with a left and right mover, although a slight difference is that if you jump on the enemys head you can bounce up and down on it rather than be pushed off to one side...


Use a 'selector' to toggle between the 'regular' sackbot action (whatever it is you want them to do) and the 'flee' action. This way, the 'flee' action will completely over-ride anything else the sackbot might be trying to do.

Ive tried this, although im confused by the sackbot action you state, do you mean the behaviour chips as an action or as in connected to the DCS to stop input and a Follower set to flee? (thinking about it this could probably work...)
The flee behaviour chip doesnt really work that well by itself, ive tried it several times and if your running you can usually run straight through them, its only when you stop near that it pushes you back.
2011-04-05 11:17:00

Author:
Unknown User


come online, friend me, and i'll send you the solution sean882011-04-06 01:28:00

Author:
Sean88
Posts: 662


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