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Vehicle wheels impact sensor problem help

Archive: 6 posts


In working on my Blaster Master remake, a lot of the logic depends on detecting when the wheels of the tank are on the ground. I had in the past a tag that tells when both wheels are on the ground, but it was unstable. Now I have one that tells if at least one wheel is on the ground, this seems pretty stable.

What I just realized is that because the impact sensor on the wheels has "include touching" set to NO that is the reason why it's unstable. Naturally the wheels come off for a tiny amount of time and instantly go back on (because of the pistons) and register another hit. (So I guess it's just luck that at least one of the wheels is registering an impact at all times) If I set include touching to YES then it registers as ALWAYS on the ground because the wheels are always touching the metal they are bolted to.

I've come to a part where in order to make the transitions from floor to wall to ceiling and back seamless I need to detect reliably when each wheel comes off the ground, and I would like to avoid putting a tag on everything the vehicle can drive on if possible. I mean, if that is the only way I would do it, but I thought I'd ask in here first to see what you guys think.

Thanks!
2011-04-05 01:55:00

Author:
Unknown User


What about a holo below the wheel set to touching, make it as glass and have it just below the wheels on another layer, then glue it to the vehicle and change it to holo? I have had a little luck with such a trick, you could also...in the same logic make a very thin outer layer to the wheel out of glass, glue it to the wheel, and then alter it to holo. Its placement should make it not see the wheel as touching. It should work I used this on the Ship in the end of the Space Vessel level for irs lights. They ignore the ship 100% and only detect the meteors.

If you like...
http://www.youtube.com/user/MrMemodrix#p/u/1/HE1PtCRQwTY
Here at 3:45 you will see the lower light glow from touching the ground and later as they get close to objects.
2011-04-05 02:56:00

Author:
celsus
Posts: 822


HI
I have your solution. What you can do is place the IMPACT SENSOR on each wheel. The trick is to place them directly in the centre of the wheel so it senses evenly when it contacts the ground. If there is a motor bold in the centre of the wheel just put the impact sensor on, but make it bigger. Even when RIGID CONNECTIONS are off and INCLUDED TOUCHING IS ON, However to break the contact, open the impact sensor on the wheel and set to to sense a tag. this distinguishes what it 'impacts' with.
simply place a matching tag sensor on anything you want it to connect with (road for example) and any time the wheels touch a object with the matching tag as whats on the wheel it will sense, if it doesnt have this tag on it, that object wont sense.
Hope this solves the problem mate, any other help, just ask :-)
2011-04-05 14:39:00

Author:
Sean88
Posts: 662


I've used the holo for one of the enemies which crawls on all 4 sides of a platform. Seems to work well, but in general sensing the ground is still kind of wonky.

for ex:

[]
=====

[] is the creature and == is the platform. it walks to the right, then down the side, then across the ceiling and then up the left, rotating each time so its feet are on the platform, and each time while it's moving horizontally across it will come off as far as the impact sensor is concerned, making me have to use a timer set to .2 seconds so it has to be off for .2 seconds in order to REALLY trigger the change in direction/gyroscope rotation.

The timer causes delays that kind of make it look a bit unpolished. like instead of rotating right away it lags. if I take the timer away the impact sensor detects it as not 'impacting' the floor and then it switches and just floats away because it's not on the right side of the platform to be moving in that direction. (there's a mover to make it 'stick' to the platform, and a mover to move it across)

same is true with the tank when you're climbing walls. when on the ground it's ok.
2011-04-06 01:08:00

Author:
Unknown User


I got 2 very easy solutions for you: One, you can convert your tank into a hover tank by using my hover system (which you can get by playing my Hover-Tech Tutorial), which would make the tank capable of hovering over any material and water, climbing walls and ceilings, and is far faster than tracked or wheeled tanks. If you don't want to convert it to a hover tank, you can just glue circular holo slightly larger than your wheels & put the impact sensors on the holo. This would help keep the sensor from resetting so quickly & it won't sense the wheel, since it doesn't detect what it's glued to (just make sure the holo can't impact any other part of your tank).2011-04-06 02:00:00

Author:
Shuriken_Star
Posts: 114


The hover system is really cool, and so much simpler than I initially thought after playing the test course. I also like the magnet. You've done some really cool stuff there, and it even works in my level. I was worried that because in my game the vehicle is required to climb walls and ceilings that are at a 90 degree angle from the floor/each other, but your test hover vehicle worked pretty well in these cases. It got stuck a few times, but that was only I believe because the holos are so tiny on each end of the hovercraft.

Is it possible to do this without the 'cushion' holo? As my vehicle needs to be on the ground while it's moving back and forth (there is a hover option but it allows you to reach platforms you can't reach while jumping - inherently the walking on walls/ceilings allows you to reach places you can't hover to (there is a hover gauge that depletes))

I am really liking using holos for impact. The holo for impact with my creature works great for it to scale walls. I think if I put a holo underneath it with an impact sensor it would fix the problems like you said. I am going to try that later.

As for vehicle, just to clarify.. You mean same layer as the wheels, same layer thickness, or do you mean a thin layer in front of the wheels? I guess it doesn't really matter?

The only possible case it might touch another part of the vehicle is falling from high place, since the wheels may touch the chassis due to the pistons however I think it's more likely the chassis would hit the floor before this happens so it wouldn't be a problem even then.

Edit: Shuriken, the hologram works really well. Vehicle ground detection is solid now.
2011-04-06 14:20:00

Author:
Unknown User


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