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#1

More logic headache for me :(

Archive: 5 posts


You guys will probably figure this out in a minute, but I'm stumped again. Alright, I'm in a controllinator having friendly sackbots follow me, now whenever I encounter enemy sackbots, I want to make the friendly sackbots flee from the enemies, once I kill the enemies, I want the friendlies to follow me again. I put different tags on my controllinator and the enemy sackbots, tried messing around with the selector and can't figure how to make it properly work. Help will be greatly appreciated! Thanks.2011-04-16 05:35:00

Author:
Unknown User


I'm no good with logic but maybe..

if in rage of bad guy = flee
else follow?

So..
Enemy tag sensor > flee chip
Enemy tag sensor > not gate > follow chip

?
2011-04-16 05:42:00

Author:
midnight_heist
Posts: 2513


Good suggestion, but it didn't work, the friendly sackbot freezes with invert:yes, stays in follow mode with invert:no.2011-04-16 06:01:00

Author:
Unknown User


You need a 2 port selector one for the flee and one for follow. The tag sensor that senses you will need to have a greater range than the one that senses the enemies tag. The flee is selected if both tags are in range so you need an AND gate for that. The follow is selected if controlinator tag is in range AND enemy tag is NOT in range. Let me know if you need more detailed explanation.2011-04-16 06:59:00

Author:
riverad08
Posts: 104


I couldn't get it to work with your method, I think the problem is that the follow/ flee commands are related to the players sackboy and not to another sackbot. I did get a suggestion from the LBP workshop, I'll try it out and report back.

bagheadinc method worked: http://forums.littlebigplanet.com/t5/PS3-Workshop/More-logic-headache-for-me/td-p/375340
2011-04-16 07:31:00

Author:
Unknown User


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