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Nearest Player Controlinators, How Do They Work?

Archive: 7 posts


http://i6.lbp.me/img/ft/646331f931ffd14c31fa9af173b7657b69997caa.jpg

Hiya, I am Kris and I am here to take away some of the mystery surrounding controlinators set to Nearest Player. You can find the option for Nearest Player in your controlinator's settings: set it to Receiving and select the player icon from the color list.


What does this do?

This feature will allow a player to control the controlinator without having to mount it. With this you can easily create custom control over stuff without having to resort to sackbots (which have a logic chip on them).
More specifically, a player that enters the sensitivity area of the controlinator will take control over it even if the player moves out of that sensitivity area or another player takes over. This will remain so until that player dies or until the controlinator is destroyed or disabled.


That eh... sucks...

For a long time this default behaviour has confused me and I was convinced it was a broken feature that needed to be patched. But now that I understand it I can make it do what I want it to do, right? Lets make this controlinator more intuitive.

http://i1.lbp.me/img/ft/031258424e26ffe45906b4d8791853949683e255.jpg

Start out with a chip with a Nearest Player controlinator on it. Here we add a player sensor with a small sensitivity area - the same size as the sensitivity area of the controlinator. We lead it through a NOT gate and connect it to the bottom of the controlinator.

http://i3.lbp.me/img/ft/573e167f3f796da18d9ef5756f4699be3697956b.jpg

What happens now is that when no player is present nearby, the controlinator gets disabled. With this, a player can walk into the sensitivity area, take control and walk out releasing control again. Another player can then walk in and do the same.


Can this controlinator be put on a sackbot?

http://ia.lbp.me/img/ft/03ad133f279dcc6e68a9199880c4475669e94730.jpg

In short, yes. This is just a simple example of this setup applied to a sackbot's chip. Here, this sackbot will mimic everything the controlling player does once activated (it takes over the controling player's appearance if set to do so on its behavior chip).

http://i0.lbp.me/img/ft/da0b7bea5118934ba77658aa8481c072f2379663.jpg

Since it now does everything that you do, it may be hard to shake this bot off your tail and release control. But that is something you can add by extra logic or an obstacle that the bot has trouble getting around.


Can sackbots take control of NP controlinators?

Bots that are controlinator-enabled can mount normal controlinators and do their business with them. Not so much with Nearest Player controlinators, though. The bot cannot mount it and has no idea there even is a controlinator. Enabling controlinators on the bot's settings do not matter in this situation.

http://ib.lbp.me/img/ft/87b7bb024f90758a418a41608ba3961f7fd58b68.jpg

But there is a cure. Here you see a bot that has a controlinator on him. It is set to Transmitting (pick a color you like). There is some logic on there that makes the bot make specific moves that we are going to try and pick up at the Nearest Player controlinator. The bot also has a tag on him to identify him as a sackbot.

http://ia.lbp.me/img/ft/33aa05be05f0f6001240d6d2942e412a48d82464.jpg

Oh my! Since we cannot set our Nearest Player controlinator to the receiving color of the bot (it is already set to the player icon), we will have to mimic the controlinator. In the screenie, the controlinator on the right is a normal Receiving controlinator, picking up the bot's signal. However, as you may know, this signal will be picked up from anywhere in the level; so, we set this up almost identical to the player version.

We hook up a tag sensor (that is triggered by the bot's tag) to a NOT gate which is wired to the receiving controlinator; now, this controlinator will be disabled by default and requires a bot's presence nearby, just like our player setup.

However, one detail remains. When both a bot and player are present at the same time, their control will conflict. Just like another player cannot take control when one player already has taken it, we want to pay the bot the same respect. We put an OR gate in front of every controlinator, connect their respective NOT gates to it and feed the sensor of one another to the other input of each OR gate.

Now, when a player is already in control, a bot won't be able to take over and vice versa.


Fine, fine, but give me some ideas of what to do with a NP controlinator

I have seen friends make doors, pets, weapons and vehicles that react to a player's gestures. I myself am trying to make a kendo sword that can be picked up by anyone and wielded around.

And this Nearest Player controlinator does not exclude the use of normal controlinators either; just imagine a gaseous zone in your level where you need to hold your breath by tapping square. You can run through it but also mount a vehicle with a normal controlinator on it. The NP controlinator in the area works regardless.


http://i9.lbp.me/img/ft/bf999da3c53d337890c2969e04db945b99914189.jpg

Kowabunga baby!
2011-05-27 09:45:00

Author:
Antikris
Posts: 1340


what a great post 2011-06-21 05:31:00

Author:
shane_danger
Posts: 283


thanks Kris, a much needed tutorial and it was very clear and easy to understand

nice one
2011-06-22 00:58:00

Author:
Skalio-
Posts: 920


Oh my....... Just ran into a game breaking issue for my top-down shooter which relies heavily on nearest player control.

Remembered this existed and voila, problem solved. A massive thank you to you!

That resetting trick is perfect.
2011-07-03 03:42:00

Author:
SSTAGG1
Posts: 1136


It always bugged me that only one player could control the nearest player controlinator. Thanks for bringing the light into a very dark corner and leaving open a window in locked room.2011-07-16 17:10:00

Author:
tabycatmeow
Posts: 52


Thanks for the tutorial.2011-07-23 14:09:00

Author:
TheGoldenFlash
Posts: 209


Made a controller hacker usin a sack bot in a box, lulz. This just reminded me of how it worked.2011-09-13 06:39:00

Author:
Unknown User


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