Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Follower and logic
Archive: 19 posts
I am attempting to learn and utilize a follower... Probably thinking incorrectly. Here's my idea... Sackboy walks around, picks up keys that open doors as he picks each key up, it evaporates from view, yet somehow is registered that it is obtained. I had thought that a follower would have to be involved, having some dark matter hold some type of tag sensors that would keep track of which keys were obtained. Tell me if I'm barking up the wrong tree. | 2011-04-15 00:43:00 Author: Unknown User |
Have a named tag on each key. Put an impact sensor on the sackboy for each key, set to each tag. Output these sensors to a counter of 1, which outputs to an OPEN DOOR tag. Put a tag sensor on each door to register if the key had been picked up. | 2011-04-15 01:21:00 Author: Brannayen Posts: 438 |
Thank you for the quick response. Fantastic...Only question I have is : How do I put an impact sensor on sackboy? (I've had the same problem with putting magic mouths on a sackbot (so that when the sackbot dies, his speech is not available again) | 2011-04-15 02:07:00 Author: Unknown User |
I think you were on the right track with the follower. Use a rectangle of invisible holo the same general size as sackboy (what is it? 3 small grids high and 2 wide? I don't recall). Attach a microchip to this and add a follower and a gyroscope both set to the maximum available speeds. These (I think) can get messed up in multiplayer mode (just FYI). Now, you can also use this microchip to house all your activated tags when the keys are found (and any other logic that you want following sackboy around). Hope this helps! | 2011-04-15 04:22:00 Author: v0rtex Posts: 1878 |
My thoughts would be to put a grab sensor on the key that activates (remotely) a permanent switch on a microchip, which outputs to the corresponding tag. The microchip that processes all of this doesn't have to be on a sackbot, it can be anywhere in the level as long as it's set up to send and receive signals remotely. | 2011-04-15 05:03:00 Author: schm0 Posts: 1239 |
All great suggestions.. Many thanks for the advice, I'll see what I can do with it... Next problem... My youngest (9 yrs old) has suggested a set of stairs that pull down from the ceiling. What I have so far is a string connecting a ball and ceiling. On the ball is a grab sensor. The sensor activates a wobble bolt, which lowers the stairs. Seems logical, but for some reason, when I go to play mode, it's constantly moving up and down. I'm trying to get it to behave like a door hinge, yet opening and not closing. Am I on the right track, or have I used the wrong bolt? I could fashion something to work with a piston, but it would not look right. | 2011-04-15 18:58:00 Author: Unknown User |
All great suggestions.. Many thanks for the advice, I'll see what I can do with it... Next problem... My youngest (9 yrs old) has suggested a set of stairs that pull down from the ceiling. What I have so far is a string connecting a ball and ceiling. On the ball is a grab sensor. The sensor activates a wobble bolt, which lowers the stairs. Seems logical, but for some reason, when I go to play mode, it's constantly moving up and down. I'm trying to get it to behave like a door hinge, yet opening and not closing. Am I on the right track, or have I used the wrong bolt? I could fashion something to work with a piston, but it would not look right. Wobble bolts, well... wobble. If you insist on using a wobble bolt, you'd turn it off after it reaches the ground using a sensor. A better way would be to use a motor bolt with the input set to interpret as directional. Activating the switch simply rotates the bolt in one direction (clockwise or counterclockwise.) Technically you could also use some rotator logic to achieve the same thing. | 2011-04-15 19:45:00 Author: schm0 Posts: 1239 |
A better way would be to use a motor bolt with the input set to interpret as directional. Activating the switch simply rotates the bolt in one direction (clockwise or counterclockwise.) Technically you could also use some rotator logic to achieve the same thing. Aha! Guess it's time for me to look at the tutorials on logic once again. I love sudoku, cryptograms and logic problems on paper, but in LBP, well... Suffice to say it makes me feel older than I regretfully am. *snicker* Thanks for the tip. Only time will tell if my temperament can handle it... | 2011-04-15 22:20:00 Author: Unknown User |
Aha! Guess it's time for me to look at the tutorials on logic once again. I love sudoku, cryptograms and logic problems on paper, but in LBP, well... Suffice to say it makes me feel older than I regretfully am. *snicker* Thanks for the tip. Only time will tell if my temperament can handle it... And just like soduku, cryptograms and logic problems... you get better at them with practice. | 2011-04-16 02:06:00 Author: schm0 Posts: 1239 |
Wobble bolts, well... wobble. If you insist on using a wobble bolt, you'd turn it off after it reaches the ground using a sensor. A better way would be to use a motor bolt with the input set to interpret as directional. Activating the switch simply rotates the bolt in one direction (clockwise or counterclockwise.) Technically you could also use some rotator logic to achieve the same thing. No a wobble bolt is the right thing to use. You just tweak it to forwards/backwards and when it's not active it is in one position and when it is activated, it wobbles to the other position. If it's up when you want it to be down just tweak the reversed to yes. | 2011-04-16 02:43:00 Author: riverad08 Posts: 104 |
No a wobble bolt is the right thing to use. You just tweak it to forwards/backwards and when it's not active it is in one position and when it is activated, it wobbles to the other position. If it's up when you want it to be down just tweak the reversed to yes. Ugh. For some reason I must have mixed the tweak properties of the two bolts. I was going off what was in the wiki, having not played around with wobble bolts in quite some time... I was under the impression from the wiki (http://wiki.lbpcentral.com/Wobble_Bolt) that the backwards setting just reversed the initial direction of the rotation, not allowed it to be alternated between the two. Truth be told, you could use either bolt effectively using various logic, but perhaps a wobble bolt would be the most efficient after all. | 2011-04-16 03:51:00 Author: schm0 Posts: 1239 |
Heh... All feedback is encouraging My 9 yr old understands this stuff way better than me, but, as a wise man once said, "...just like soduku, cryptograms and logic problems... you get better at them with practice." I looked in the superguide at rotator logic, and will review the tutorials again... | 2011-04-16 04:06:00 Author: Unknown User |
All great suggestions.. Many thanks for the advice, I'll see what I can do with it... Next problem... My youngest (9 yrs old) has suggested a set of stairs that pull down from the ceiling. What I have so far is a string connecting a ball and ceiling. On the ball is a grab sensor. The sensor activates a wobble bolt, which lowers the stairs. Seems logical, but for some reason, when I go to play mode, it's constantly moving up and down. I'm trying to get it to behave like a door hinge, yet opening and not closing. Am I on the right track, or have I used the wrong bolt? I could fashion something to work with a piston, but it would not look right. To add to this, you'll need some sort of latching mechanism to make the stairs stay down. Putting the wobble bolt on forwards/backwards is what you want, however just hooking up the grab sensor means when you're grabbing it, it will move down, but when you let go to walk up the stairs the stairs will rise again. There are two options depending on how you want your level to work, the first is a one use thing - once the stairs have been lowered, you cannot raise them back up. For this insert a counter with maximum count 1 between the grab sensor and wobble bolt. That will output a constant on signal once grabbed, even while you're not grabbing it, thus keeping the stairs lowered. The other option is if you want to allow the player to raise and lower the stairs with each seperate grabbing action - to do this use a toggle switch instead of the counter. Each time the player grabs the ball, it will either riase or lower the stairs depending on what position it is in at the time. | 2011-04-16 15:49:00 Author: Xaif Posts: 365 |
The other option is if you want to allow the player to raise and lower the stairs with each seperate grabbing action - to do this use a toggle switch instead of the counter. Each time the player grabs the ball, it will either riase or lower the stairs depending on what position it is in at the time. Sounds intriguing. I do want the stairs to stay down, but when I set the wobble bolt I run into so many problems. I will write down the suggestion, and when I get the minor kinks worked out, I will try to tackle this. For now, I have a simple motor bolt doing it. I hope that by my constant questioning no one got the idea that this was an MM worthy item. My creations so far are juvenile, novice and simply tools I learn by. Your input and feedback are greatly appreciated! I'm getting a slew of ideas from my youngest daughter, and have so far had to tell her enough is enough...the creation thermometer has already peaked twice with all the things she has suggested be put into this one. I'm scaling back, streamlining, and trying to put as much of her inspiration in as will fit, while maintaining the original idea... Even the level's name has changed a few times... It was Shattered Level, Moon Bounce, Under A Raging Moon (apologies to Keith), and she now hands me a list of new ideas.... *sigh* | 2011-04-18 04:04:00 Author: Unknown User |
trachwolf, i had sent you the toggle version of this stairway a couple weeks ago... did you ever get to try it? | 2011-04-18 14:11:00 Author: shane_danger Posts: 283 |
trachwolf, i had sent you the toggle version of this stairway a couple weeks ago... did you ever get to try it? I could not retrieve it from the message you sent. | 2011-04-18 22:35:00 Author: Unknown User |
press start and go to lbp messages to retrieve sent objects | 2011-04-18 22:43:00 Author: sonofbrave Posts: 107 |
Yeah, trah... sorry for causing any confusion. Like I said you can implement in a variety of ways using bits of logic. All depends on what you're comfortable with. I'm surprised to hear you're hitting the thermo cap. Must be a big level! Hope everything worked out! | 2011-04-19 12:40:00 Author: schm0 Posts: 1239 |
I'm late to the party with advice, but as a fellow dad who is confounded by certain seemingly simple tools in the Popit, wanted to share my go to favorite: The Destruction Tool (pink thingie) http://img716.imageshack.us/img716/8547/aphoto84.jpg It has come in handy so often that my projects seem to bend themselves around cool tricks using it and nothing else! If it were me, I'd wire keys with grab sensors to respective doors with the destruction tool where "pick up key = destroy locked door", and for the staircase, glue it in a closed position to a piece of dark matter, and similar to what you were doing, wire the grab sensor to the dark matter where "grab handle = destroy dark matter" which would let the staircase simply fall down. You could use just a regular old bolt for the hinge effect. If I recall (your comment is on the previous page! sorry!) you were already on this path and it sounds great. In short, I love the destruction tool with a big heart. If you're like me, you may find it solves many problems elegantly. Hope this helps! | 2011-04-19 16:31:00 Author: Unknown User |
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