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Magic Mouth question

Archive: 8 posts


If this has already been discussed I apologize, but I couldn't find anything using the search. I am trying to put multiple magic mouths on a sackbot, but I want each mouth to stay active until the player closes it. Once the player closes one, the next one should come up and stay open until the player closes it, so on and so forth. What is the best way to achieve this?

I have tried putting all magic mouths on a microchip in the order I want them to come up from left to right and it seemed to work for a little, but then they would start to come up in the wrong order. I then tried using a selector, but I'm unsure how to get it to cycle to the next mouth when the player pushes circle. Lastly, I tried using a sequencer set to positional, with a counter that counts up each time the player pushes circle, but what happens is the player pushes circle to close the mouth and then has to push circle again to have the counter increase and activate the next mouth.

Any tips would be greatly appreciated.
2011-06-13 18:39:00

Author:
KnutsoPX
Posts: 116


Hi There.
To get the controllinators X button to cycle to the next port on the selector, simply connect the X output to the cycle tab on the bottom of the selector. This will cycle to the next port each time the X button is pressed, or cycle continuously if the X is held down. On the selector the side 'port inputs will let you select that port directly (eg. If you have the X button wired into the selectors input for port 2, and the square wired into port 3, then pressing X instantly activates the outout of port 2, and square will instantly activate port 3. So, hook up X to the cycle input tab at the bottom (note, after it cycles to the last port on the selector it will cycle back to port 1).

You could place magic mouths on a sequencer you will have the option to have the text displayed as subtitles if you have the option marked on the mouth itself.
You could place 3 player sensors in a row and set each's trigger angle radius to something tiny (like 5) and connect each one in turn to a port input on the controllinator, so when the player crosses the sensors they trigger the mouths.
2011-06-13 19:34:00

Author:
Sean88
Posts: 662


To get the mouths on a sackbot to work;-
pPlace a controllinator on the sackbot in question. Set its tweaks to make it a Reciever of the Nearest Player, this will make the buttons respond to the player nearest to the sackbot, HOWEVER, set the sackbot controllinator to Override Sackbot: NO. this means that the sackbot will still sense when you press buttons, but will not move or follow you.
Therefor you can use the above Selector/X button setup i mentioned to have the sackbot talk to you
On the sackbots chip place an PLAYER SENSOR and an AND GATE.
Make the player sensor a small radius (8.0) and connect this to the second input on the AND GATE.
Wire the 'X' buttos output on the controllinator into the first input on the AND GATE.
Now, wire the output on the AND GATE into the Cycle Input tab on the sELECTOR and your laughing.

HOW IT WORKS:- Because the controllinator on the sackbot is set to Recieve signal from nearest player, its actively checking for an input from the players controller, However, the PLAYER SENSOR is waiting untill the player comes within its range. As its set to small, the player has to be on top of the sackbot for it to register contact.
As the controllinator and player sensor are both connected to the same AND gatebotjh conditions must be met, so you will not be able to accidently press X and start him talking unless your in range of the player sensor (right beside him),

I hope this helps my friend
2011-06-13 19:55:00

Author:
Sean88
Posts: 662


I had tried this set up before, but couldn't quite get it to work the way I wanted... Although I didn't have the AND gate set up you talked about. It may be worth mentioning that I don't want the player to be able to move around while talking to the sackbot, so I enabled the camera option in the tweak menu. However, with that enabled, I don't think the selector recognizes the button press to cycle until the camera is deactivated (by the player closing the text bubble). So the player must push circle a second time to have the selector cycle (which I don't want). I want the next magc mouth to come up as soon as the player closes the one before it.

I'll have to play around with it when I get home. Thanks for the reply!
2011-06-13 20:14:00

Author:
KnutsoPX
Posts: 116


Your welcome buddy. I had a play with this idea myself, because without the Player sensor and and gate part, it was causing problems as i could be on the other side of the level and still activate the sackbot. This will limit him to being directly beside him to activate ste sequence. (PS. as X is jump for sackboy, i might use another button like L1 to talk or something, JMO) :-)2011-06-13 20:24:00

Author:
Sean88
Posts: 662


I still can't get this to work the way I want it to. I want it to work like this:

1. Player approaches sackbot
2. first speech bubble pops up and stays up until the player presses circle to close it
3. Second speech bubble comes immediately after the first one is closed
4. Repeat 2 and 3 until all speech bubbles are read.

Right now I have the controllinator set up mentioned above. I'm thinking of adding a timer in between the circle button and the cycle input of the selector. It seems the initial press of circle simply closes the bubble and doesn't register on the selector. Thoughts anyone?
2011-06-14 16:17:00

Author:
KnutsoPX
Posts: 116


I use something similar in my stage Miserable Flying Weather (https://lbpcentral.lbp-hub.com/index.php?t=57390-Miserable-Flying-Weather-My-First-quot-real-level). I don't think it's in the currently published version but it is the next update.

I have a message that sits on the bottom of the screen that says "press '0' to skip" the magic mouth is on the sequencer and it is cleared if you go into the HELP menu, or start the game. If you do go into the help menu, it will re-trigger when you go back to the main menu.

I use a sequencer set to one a bit strips and drop a magic mouth on it so that there is the smallest possible gap at the front of it. I actually just used default settings of START PLAYING FORWARDS and 1 second per strip.

The edge of the magic mouth is aligned with the edge of the sequencer. So it will stay on as the line will not move past the magic mouth. This means that it will stay on forever, until you do the next bit.

On a second line put a battery in the same position.

Now hook up your button press to RESET the sequencer. This means the play head goes back to the start and there is nothing under it (because of the gap). Obviously use whatever method to start the first speech bubble, it seems a player sensor in your case.

Now that battery will trigger when the play head passes over it but will turn off when the sequencer is reset. Not to worry. Use a selector with the same number of inputs as speech bubbles that you want. Hook the first battery from the first sequencer to the second input of the selector, send the output to an AND gate that has a second input of the button you want to press... hook this up to the START of next sequencer in the setup and the RESET of the current sequencer.

It'll start with a small gap, but this gives time for the previous text to animate away anyway. (You could also tweak the strip length to get less of a pause).

Then hook the second speech bubble's sequencer battery to the 3rd input of the selector and the output to the next... ad nauseum.

I'll put up a screen shot if this sounds viable and you can't get it to work. I can mod the one I have to make it customisable and share it if you want also.

EDIT: I forgot to add that you could put the player sensor on its own microchip and hook it to a quick inverted timer and take its output to the activate of the microchip. This means that you can only trigger the speech sequence once.

Also, a warning. If you don't put in a reset than you may end up with a virtually permanent speech bubble. If you close it. It will open again straight away. Easy to avoid and fix if you are paying attention though.
2011-06-15 13:03:00

Author:
Mr_Fusion
Posts: 1799


That seems like it should work (will try it out when I get off work). Although, the player will still be able to move with this set up. I don't think there is a way to get this to
work and not allow the player to move around. I know a way to do it with sackbots dressed as the player, but the player needs to use the grappling hook so that's a no go. Oh well, beggars can't be choosers.

This level series I have been working on seems to be more trouble than it's worth... getting very discouraged.
2011-06-16 00:40:00

Author:
KnutsoPX
Posts: 116


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