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#1

Tag Sensor isn't working right.

Archive: 5 posts


Hello, everyone. So, I'm working on a top-down game, and I want to allow the player to perform low and high jumps by moving to the middle and front layers, then move back to the back layer when they land. First, I think I should give as brief a description as I can about my logic setup. I wanted the player to be able to do a low jump by tapping a button, and to do a high jump by holding down that same button. I also wanted to make it so the player could only do one or the other before landing (no double jumping). I put together a series of gates and timers with a counter, while placing one in/out mover on the microchip and three more on a sequencer. This has the effect of forcing the player to land either after releasing the button, or after holding the button down for a period of time (the in/out mover on the microchip and the one at the end of the sequencer are both set to "move to back layer"). The counter is connected to a timer that resets it after a period of time, making the button input unresponsive until the timer finishes counting down.

This setup works mostly the way I want it to, except for one issue; by holding down the button long enough to reach the front layer, then releasing it and pressing it again quickly enough, the player can move to the middle layer and back to the front layer, completely bypassing the back layer. This brings me to the point of this topic. To force the player to finish landing before he can jump again, I want to connect the timer that resets the counter to a tag sensor that would react to a tag in the back layer. I set the sensor's max detection as high as it could go, and set the same layer option to yes. However, no matter how close the sensor is to the tag, it won't recognize it. I'd appreciate either advice on how to make the sensor work correctly, or alternatives that would achieve the desired effect.
2011-05-21 17:44:00

Author:
Unknown User


i made a double jump like you want to, but using sensors and tags wont do, if you add me and invite me to your level i can show you how it works. PSN:JAyC05052011-05-21 18:37:00

Author:
Unknown User


That's just the thing; I don't want a double jump. I want the player to have to choose between doing a low jump or a high jump. Regardless, I'll bring you to my level so we can sort it out. PSN: Viperlotus2011-05-21 19:47:00

Author:
Unknown User


Is there a thin layer behind the back layer that they are walking on? Perhaps an invisible thin layer of holo under the player, set to detect the back thin layer. When they jump, it hits a counter of one, that deactivates the jump, and is only reset when the holo collides with the back thin layer again.2011-05-22 01:54:00

Author:
Brannayen
Posts: 438


I would use two different timers (which it sounds like you are). Set them up so that they are both required for either type of jump.

Another option would be to cover the entire floor with invisible hologram. Use an impact sensor set to include touching that would allow you to jump again. I'd have to see it to really dive in and see what would work.
2011-05-22 05:58:00

Author:
shane_danger
Posts: 283


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