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How to make your sackbot die if he jumps from a very high place

Archive: 18 posts


[Beginner] Tutorial

Things you will need:
x3 Impact sensors
x1 Microchip
x1 AND gate
x1 Destroyer
x1 Toggle switch
x1 Timer

Optional:
x1 Score giver
x1 OR gate

Ok, this is pretty simple, first you need to place the timer and set it to how long the jump or fall should be, Place and inverted impact sensor and connect it to start the timer, Place a microchip and put a regular NON inverted impact sensor in the microchip and connect the impact sensor to the reset of the timer, Place a toggle switch and put it to YES (Check) and connect it to the activate part of the microchip, Now put a NON inverted impact sensor and an and gate, connect the impact sensor to the AND gate and connect the Timer output to the AND gate too, Connect the AND gate to the toggle switch and the destroyer. You can add a score giver to give out a -10 points or so when you die.

Little problem fix
Oh and to stop the impact sensors from reseting the timer when hitting a wall (like if you are falling and then you hit the side of a tower the impact sensors reset the timer) then set all of the impact sensors to require a tag called "Floor" and label the floor with that tag.

Hope this helped
2011-04-11 22:11:00

Author:
Unknown User


It's very good that people are helping the 'noobs'. they're not noobs, they just don't know as much, and there's nothing wrong with that. There should be more people like Gamer3215. Just out there to help. As I have been noticing on some threads, people are putting down the others that 'aren't smart' or are'noobs' for not knowing as much as they supposedly do. Now why did I post on this thread about this? It's because Gamer3215 is smart enough to help.2011-04-11 22:48:00

Author:
LBP2_Tutorialist
Posts: 225


It's very good that people are helping the 'noobs'. they're not noobs, they just don't know as much, and there's nothing wrong with that. There should be more people like Gamer3215. Just out there to help. As I have been noticing on some threads, people are putting down the others that 'aren't smart' or are'noobs' for not knowing as much as they supposedly do. Now why did I post on this thread about this? It's because Gamer3215 is smart enough to help.

I hate how people keep on saying "I hate noobs", everyone was once a noob, and thanks

Now i posted this to help people yes, though i might put something advanced as i am very good at logic
2011-04-11 23:06:00

Author:
Unknown User


This is rather ingenious. I've been looking for a way to add mortality to a "human" sackbot character, where falling more than about 5x the height of the sackbot will result in severe damage or death. Very very nice.2011-04-15 02:25:00

Author:
Unknown User


Yes, this is brilliant! thanks Gamer3215, I guess you could maybe use the same timer or maybe another one added in to act as a health bar so that different drops would cause varying amunts of damage or death?, either way I very much like your thinking here, I will have a play with it i'm sure it will come in handy!!2011-04-15 17:30:00

Author:
CloaknBlagger
Posts: 78


There could be a simpler way of doing this: put a tag on your sackbot and then a tag receiver whereever you want your sackbot to die, link the original tag on the bot to a destroyer and maybe a points deductor. TBut this way is sort of unreliable, so I guess your way would be better...

Edit: Oh, and Gamer3215, we were all newbs once NOT noobs, a newb is short for newbie and implies the person is new to the game whereas noobs are total douchebags.
2011-04-16 23:20:00

Author:
abyssalassassin
Posts: 717


There could be a simpler way of doing this: put a tag on your sackbot and then a tag receiver whereever you want your sackbot to die, link the original tag on the bot to a destroyer and maybe a points deductor. TBut this way is sort of unreliable, so I guess your way would be better...
I don't think that will work very well.


Edit: Oh, and Gamer3215, we were all newbs once NOT noobs, a newb is short for newbie and implies the person is new to the game whereas noobs are total douchebags.
My bad ._.
2011-04-21 15:37:00

Author:
Unknown User


Yes, this is brilliant! thanks Gamer3215, I guess you could maybe use the same timer or maybe another one added in to act as a health bar so that different drops would cause varying amunts of damage or death?, either way I very much like your thinking here, I will have a play with it i'm sure it will come in handy!!

That can probably be done with multiple timers or something. Not really gonna think about that right now since i am working on a project that requires LOTS of logic and such.
2011-07-05 02:31:00

Author:
Unknown User


Wellllll...... with this design, it is actually entirely possible to set damage based on fall distance (or rather, time), fairly easy too once you know how to do it. You'd have to use a feedback loop though. For that, go see comphermc's tutorial.

Just use the impact into a pulser (counter /1 self resetting) into an AND gate. Use the timer as the other AND input. Set timer time as what duration of fall will kill.

That's it, done.

Say you fall for 2 seconds and a 4 second drop will kill you. That's 50% of the timer, which means 50% of your health gone when you land.
2011-07-05 04:11:00

Author:
SSTAGG1
Posts: 1136


Say you fall for 2 seconds and a 4 second drop will kill you. That's 50% of the timer, which means 50% of your health gone when you land.

Well, in addition to this, before the feedback loop thing you could also disable damage if you only fall for 1 sec for example by using a timer set to 1 sec. It's easy
2011-07-05 22:05:00

Author:
Willman4
Posts: 170


I have recently made a 'Faith' (from mirrors edge) sackbot that builds up momentum, wall climbs, wallruns,DIES FROM FALLING FROM A HIGH PLACE, and slides, all logic based. No need to add things to your level to make it work. Same with the HIGH FALL DEATH. just logic. Thanks Gamer3215 for this HIGH FALL=Death tutorial. keep helping the beginners!


Well, in addition to this, before the feedback loop thing you could also disable damage if you only fall for 1 sec for example by using a timer set to 1 sec. It's easy
Speaking of 'feedback loops' did you know that you can use nodes with 'lower than %1 value' to create a slow health regeneration. I'm using this trick for my (LBPC2) Resistance 2 Online VS Free 4 All level.
2011-07-05 22:11:00

Author:
LBP2_Tutorialist
Posts: 225


Speaking of 'feedback loops' did you know that you can use nodes with 'lower than %1 value' to create a slow health regeneration. I'm using this trick for my (LBPC2) Resistance 2 Online VS Free 4 All level.

Of course I'm using the feedback looping in my (LBPC2) level too but the "unique" values is unnessesary for me because I don't need that precise health
2011-07-05 22:29:00

Author:
Willman4
Posts: 170


Speaking of 'feedback loops' did you know that you can use nodes with 'lower than %1 value' to create a slow health regeneration. I'm using this trick for my (LBPC2) Resistance 2 Online VS Free 4 All level.
This is exactly what I've done. 0.1% value regen gives a nice slow regen (timer 0.1/100.0), anything above .5 is fairly extreme in my experience.
2011-07-06 03:09:00

Author:
SSTAGG1
Posts: 1136


This is good for new guys that don't know these thing XD2011-07-08 00:09:00

Author:
zzmorg82
Posts: 948


This is good for new guys that don't know these thing XD

I think we already know that lol
2011-07-08 17:58:00

Author:
Unknown User


Of course I'm using the feedback looping in my (LBPC2) level too but the "unique" values is unnessesary for me because I don't need that precise health

Oh wow so am I!
2011-07-26 05:41:00

Author:
LBP2_Tutorialist
Posts: 225


xD it's fun to see something i made not long ago, only difference is that instead of dying directly i made it so depending on how high you fall you lose a certain amount of hp.2011-07-26 06:09:00

Author:
Sport_dude
Posts: 622


The only issue with this set up is that when you start playing around with the gravity (increasing it to be exact) and decreasing the minimum hight without fall damage the logic breaks down as a jump takes the same time as a fall. Tough im pretey sure this can be fixed when we get that velocity sensor with the move kit 2011-07-26 10:32:00

Author:
Megafig
Posts: 52


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