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Sackbot with Rocket-boots

Archive: 6 posts


Hello, people of LBPC I have a question and would really appreciate an anwser. I have an begun creating a level which involves a player controled sackbot platforming through a space ship. I've tried to make rocket-boots for the character but failed because I'm terible with logic . Anyway, what I'm thinking of is having the player press the L1 buttton to fire off the rocket boots and then after a certain ammout of time having the rocket boots shut off. After the shut off the player will have to wait .8 seconds before using the boots again (for balence). I have the animation of the fire coming out of the sackbots feet perfected, but the logic is really giving me a hard time. Thank you ahead of time for all your help. 2011-04-09 22:38:00

Author:
Coreyeatpie
Posts: 40


Place a toggle switch on the sackbot. Make L1 set it to yes, and a timer set it to no. Set the toggle to the rocket boots!2011-04-10 02:02:00

Author:
kvbkvb
Posts: 63


Got it worked out. Put a timer on your sackbot (length of time is how long the boots will work, invert output, input action start count up). Put an AND gate nearby. Link the L1 button to the timer input, and the AND gate. Next, output the same timer to the AND gate, and to a separate NOT gate. Output the NOT gate to a second timer (time equals how long the boots must stay off to reset, input action start count up). Output this timer to reset the first timer as well as itself. Output the AND gate to a basic mover, with an up/down speed of about 4.0, left/right of 0.

So, when you press L1, it starts the first timer. As long as the timer isn't maxed out, and you're pressing L1, the mover will fly you up. As soon as the first timer reaches the end, it will no longer allow the boots to move, but it will start the next timer (the downtime). after the downtime, it resets the first timer, allowing the boots to work again.

you could put an advanced rotator on the sackbot, and set the mover to local space=yes . This would allow you to steer the sackbot. For easier landing, put a gyroscope with a strength of about 40-45 to help him land on his feet.
2011-04-10 02:14:00

Author:
Brannayen
Posts: 438


Got it worked out. Put a timer on your sackbot (length of time is how long the boots will work, invert output, input action start count up). Put an AND gate nearby. Link the L1 button to the timer input, and the AND gate. Next, output the same timer to the AND gate, and to a separate NOT gate. Create a second timer (time equals how long the boots must stay off to reset, input action start count up). Output this time to reset the fist time. Output the AND time to a basic mover, with an up/down speed of about 4.0, left/right of 0.

So, when you press L1, it starts the first timer. As long as the timer isn't maxed out, and you're pressing L1, the mover will fly you up. As soon as the first timer reaches the end, it will no longer allow the boots to move, but it will start the next timer (the downtime). after the downtime, it resets the first timer, allowing the boots to work again.

you could put an advanced rotator on the sackbot, and set the mover to local space=yes . This would allow you to steer the sackbot. For easier landing, put a gyroscope with a strength of about 40-45 to help him land on his feet.

Yours is a lot more effective. good job, with mine I realized you could press L1 twice and wait, then the rocket boots would come on infinitely.
2011-04-10 02:22:00

Author:
kvbkvb
Posts: 63


The gyroscope seems to be a problem while you're trying to steer, so I outputted the L1 to a NOT gate, and THEN to the gyroscope. It makes flying a lot easier to steer. Also, it seems a joystick rotater works better than an advanced rotater2011-04-10 02:37:00

Author:
Brannayen
Posts: 438


Thank you guys very much for the solution even someone as bad at logic as me could understand it. Cheers.2011-04-10 03:05:00

Author:
Coreyeatpie
Posts: 40


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