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controllinator screwing with the creatinator :(
Archive: 6 posts
o.k i have an annoying problem.. it involves A.I Zombies (going to call em zombs) and 4 controllable sackbots with creatinators (going to call em bots).. the zombs are programmed to run after, grab, and jump or fly after the bots. and the bots use the creatinators to defend themselves from the zombs. now each bot has a receiving controllinator set to a different color: red, blue, orange, and green. its to rid of mixed signals. simple right. it should, but here's the annoying part. when the bot gets near a zomb that is about to grab it, it automatically starts shooting! it shoots on its own? i don't understand its not suppose to receive non-respective signals. so i gave the zombs 2 controllinators, one with all the components which is also set to receive pink, override: no. and the 2nd is set to standard override: yes. i wired everything to its right inputs except the grab. on the pink controllinator i connected the grab logic to L1, then connected it to the R1 on the standard controllinator. so i tested it out................ same results. any suggestions? will doing what i did to the zombs be more effective on the bots? and if i do, the player will need to press L1 to shoot instead of R1. | 2011-05-19 08:33:00 Author: Unknown User |
Wait. So the bots are firing off R1 repeatedly on their own when a zomb is near? That cannot be accidental (Skynet!!!), it must be something you programmed... You say the zombs start to grab bots when near them; grab is R1, too. Did you copy the logic from the zombs to the bots perhaps? | 2011-05-19 13:34:00 Author: Antikris Posts: 1340 |
no i made the bots and the zombs at different times and on different levels so i wouldnt screw em up. i made the controllinators programmed differently on the zombs then the bots.. D: | 2011-05-19 17:23:00 Author: Unknown User |
Did you perhaps have the bot switch to a pre recorded behavior on an encounter with zombs? I used to do that myself a few times under the impression that i can partly override it with controlinator output. Other possibility: you programmed the behavior on a global event that is misfiring. What I do when I am unsure which invisible processes take place, I wire up key logic to sound effects set to non-local. | 2011-05-19 17:41:00 Author: Antikris Posts: 1340 |
no. i only have the bots on idle behavior. nothing else. the zombs however switch from two brains which just makes them look like they are chomping. but the brains are set to follow waypoint: tag player cyan.. | 2011-05-19 19:19:00 Author: Unknown User |
no. i only have the bots on idle behavior. nothing else. the zombs however switch from two brains which just makes them look like they are chomping. but the brains are set to follow waypoint: tag player cyan.. ok i found the problem and it wasnt the controllinator. it was the bot brain like you said but it wasnt act behavior or anything like that. the signal generated from the zombs were being mixed with the bots awareness radius. causing a ghost command to fire the creatinator. so i set it to 0.1 radius and i dnt have that problem no more. | 2011-05-19 19:51:00 Author: Unknown User |
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