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#1

Problems with movers.

Archive: 9 posts


I got this situation:

I've got a controllinator with an advanced mover connected with the left stick (nothing unusual).
And now when this object gets to a certain area a cutscene starts, works. But my problem is that in this cutscene the object is supposed to move on its own. I tried a regular mover but it doesn't move on its own. Then I also tried to connect it to the advanced mover in the horizontal direction, but oddly it moves to the opposite direction.

I hope you understand my problem and that you can help me!
2011-05-22 10:51:00

Author:
StarrKable
Posts: 196


The problem may be that the advanced mover has dampening. Multiple movers on objects also tend to cause problems as they seem to increase the inertia of the object they're attached to even with 0% dampening.

If however you got the object moving like you said but it's in the opposite direction to what you want you can simply invert the signal using direction splitters and combiners or just turn the mover upsidedown with local space settings.

The best way to handle it in my opinion would be to override the current advanced mover using OR gates with a set of instructions encoded on sequencers that play when the cutscene starts.

Another option would be to use followers instead of movers and make them follow a series of tags, though you may run into the same problem as before.
2011-05-22 11:22:00

Author:
Ayneh
Posts: 2454


Yeah, i have a same answer 2011-05-22 11:24:00

Author:
Dioxi
Posts: 61


If however you got the object moving like you said but it's in the opposite direction to what you want you can simply invert the signal using direction splitters and combiners or just turn the mover upsidedown with local space settings.

Could you explain a little bit more detailed how you would make it with the direction splitters and combiners?



The best way to handle it in my opinion would be to override the current advanced mover using OR gates with a set of instructions encoded on sequencers that play when the cutscene starts.

I don't get this one, sorry T_T


Another option would be to use followers instead of movers and make them follow a series of tags, though you may run into the same problem as before.

Unfortunately it would run into the same problem...

Thank you nethertheless
2011-05-22 13:10:00

Author:
StarrKable
Posts: 196


Could you explain a little bit more detailed how you would make it with the direction splitters and combiners?
http://i92.photobucket.com/albums/l37/Corporeal/1ed494f6.png

The second circuit uses a direction splitter and combiner to invert the signal, so the mover should move in the opposite direction - the direction you want.


I don't get this one, sorry T_T
While you'd have to use two sets of these circuits for both x/y axis movement and player input (ignore the OR gate being wired to both ports on the mover) I was thinking of something along the lines of this.

http://i92.photobucket.com/albums/l37/Corporeal/0c8c810d.png
2011-05-22 13:34:00

Author:
Ayneh
Posts: 2454


Lol, I just found it out with the combiner and splitter. Thank you very much again! You helped me a lot! 2011-05-22 13:52:00

Author:
StarrKable
Posts: 196


Why not place your logic on seperate microchips, one for user control and one for auto pilot, then use a selector to choose which one is active at any given time? If you only need the object to move in a single linear direction during the cutscene, then the auto pilot chip only needs to have a basic mover powered by a battery on it. As soon as the cut scene starts and your selector switches to the auto pilot chip, the battery will power on and start the mover. Once the cutscene ends, have your selector switch back to the user control chip. (Also bear in mind that a mover with + value moves right, and with - value moves left).2011-05-22 13:54:00

Author:
Ungreth
Posts: 2130


Quite a good idea...

I did it this way: I've got a switcher and when the cutscene starts the battery on the sequencer activate the switcher. The switcher is connected with an OR-gate and it's connected to the advanced mover.
Since the cutscene is the ending of the level, there's no need to deactivate the switcher but I with another battery to deactivate it would give the same outcome....
Right?
2011-05-22 15:10:00

Author:
StarrKable
Posts: 196


Why not place your logic on seperate microchips, one for user control and one for auto pilot, then use a selector to choose which one is active at any given time? If you only need the object to move in a single linear direction during the cutscene, then the auto pilot chip only needs to have a basic mover powered by a battery on it. As soon as the cut scene starts and your selector switches to the auto pilot chip, the battery will power on and start the mover. Once the cutscene ends, have your selector switch back to the user control chip. (Also bear in mind that a mover with + value moves right, and with - value moves left).

This. This entirely. I would not recommend any other way. I'd only like to add the following bit of logic to each of the chips in order to cancel each and every residual velocity that the object has left when switching modes, so not to interfere with one another: a battery hooked to a self-resetting one-hit counter, hooked to a grav tweaker with 100% dampening. The moment a chip activates, it (re-)activates the battery, firing off a short pulse via the self resetting counter, briefly and immediately stopping the object from moving.
2011-05-23 12:45:00

Author:
Antikris
Posts: 1340


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