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Sackbot running faster

Archive: 6 posts


Ok, I got it so my sackbot can run faster by holding a button. By putting two brains and making one trigger when a button is held. But I want to make it so it runs faster by tapping on a button. The faster you tap it the faster he runs. I cant get anything to work, any help would be greatly appreciated.2011-05-22 11:27:00

Author:
Bourne_
Posts: 33


Button hooked up to up/down timer that rapidly decreases and using the signal strength from that to determine speed? The faster you tap the more full the timer gets and the stronger the signal. You'll need to place a one-count counter that self-resets before the timer or something similar to that to limit how long the player's input lasts.2011-05-22 11:35:00

Author:
Ayneh
Posts: 2454


hmmm... so i played around with this. I used the timer method that Ayneh suggested, but the mover I had it connected to would sometimes lift the sackbot off the ground if there was a hill. Here's what I did:

http://i8.lbp.me/img/ft/2585072e13e4c3426a0cfe809926a745e6703926.jpg

First I set down four behavior chips each set to a different wakling speed. I used 110%, 125%, 135%, and 150%. The controlinator only has the circle button connected to a pulse counter (counter set to 1 that resets itself). This was connected to the reset port of a reverse output .1 sec timer. This timer was connected to a forwards/backwards 1 sec timer. That timer is connected to a sequencer with 4 batteries. There are ten bars on the sequencer each to represent 10% of the 1 sec timer.

Then each battery is connected to one of the behavior chips (in order) from top to bottom to 110, 125, etc. respectively. Each battery was also connected to the OR gate set to reverse output - so if any of those chips were active, the main chip (set to normal 100% walking speed) is deactivated.

And that did it! Let me know if you have any questions. Hopefully the picture will help you.
2011-05-22 19:22:00

Author:
shane_danger
Posts: 283


hmmm... so i played around with this. I used the timer method that Ayneh suggested, but the mover I had it connected to would sometimes lift the sackbot off the ground if there was a hill.

I think you can use this method but you need to know when sackboy is touching the ground. If sackboy isn't touching the ground, you are unable to speed up.
2011-05-23 12:00:00

Author:
Willman4
Posts: 170


Just out of curiosity (haven't played around much), is there no input option on the sackbot behavioral chip that allows variable speed input? Because that would eliminate the need for a mover and any checks for whether the bot is touching a surface to run on.2011-05-23 12:24:00

Author:
Antikris
Posts: 1340


I think you can use this method but you need to know when sackboy is touching the ground. If sackboy isn't touching the ground, you are unable to speed up.

This sort of works, but the problem is when you do leave the ground the speed gets choppy. If you allow for the player to leave the ground for a short time, you have the same problem with taking off..


Just out of curiosity (haven't played around much), is there no input option on the sackbot behavioral chip that allows variable speed input?

There isn't.. I think there are too many options on the behavior chip for the game to be able to pick which one you are trying to modify.
2011-05-23 15:56:00

Author:
shane_danger
Posts: 283


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