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Getting controllable sackbots to aim properly with Paintinator/Creatinator

Archive: 10 posts


I having a quite a load of problems with a project I'm working on, the biggest problem being controllable sackbots that are using Paintinator or Controllinators.

Whenever you let go of the Right Stick the aiming for said weapon always resets back to a certain person usually to the right or left (at a flat angle, like when you pick up a paintinator or creatinator for the 1st time), this is a major problem for intense action sections when you have to let go of the stick to jump and/or dodge.

I tried the Look at settings for the sackbot behavior and that didn't change this issue.

Is there a workaround this, or is this a bug that will eventually get fixed?
2011-06-24 17:38:00

Author:
JKthree
Posts: 1125


This can't be worked around. I guess this is a bug because it is very frustrating when you have re-aim. I consider things that cause frustration bug related . There a few threads I have seen asking MM to fix this so hopefully it does get fixed.2011-06-24 22:35:00

Author:
LBP2_Tutorialist
Posts: 225


You cannot use creatinators? You can make a bot look at a target, so if he has a creatinator on his skull, he aims. If not aiming at a specific target, but in a set direction, have a holo follower (with a gyro on it); bolt another piece of holo to it with the target tag. You can then use a joystick rotator on the bolted holo hooked to the controlinator to make the bot look in certain directions. To keep that holo locked to the angle, I am not sure, but this is a start.2011-06-25 23:49:00

Author:
Antikris
Posts: 1340


Is there a workaround this, or is this a bug that will eventually get fixed?

I was playing around with this the other day with comphermc, and we accidentally stumbled across a very simple solution.


Set up a typical remote-controlled Sackbot, e.g. a Controlinator on the Sackbot's circuitboard set to receive blue, and a Controlinator somewhere else set to transmit blue.
Now place a second Controlinator on the Sackbot's circuitboard with default settings.
Inside the second Controlinator place a 1% battery, and wire it to either input (or both) of the right analog stick.


With this configuration, the Sackbot's aiming should behave exactly like a Sackperson's, i.e. aims in the direction of the right analog stick, and snaps to the closest 45? angle when you release the stick.
2011-06-26 20:20:00

Author:
Aya042
Posts: 2870


place a 1% battery, and wire it to either input (or both) of the right analog stick.

Well I feel stupid now. I came up with this elaborate system a few months ago that would store the most recent analog signal but would refresh constantly (it was set to ignore signals with a total below 90% since any thumbstick position that reaches the edge of the stick will be 100% or more) and all I had to do was use a 1% battery. Oh well; I was able to use the same circuit for a transforming weapon I was working on, so I guess it wasn't really a loss. It also had the advantage (or disadvantage depending on your view) of locking in the last direction you pushed rather than snapping to the nearest 45 degrees, though.
2011-06-27 01:20:00

Author:
Sehven
Posts: 2188


I was playing around with this the other day with comphermc, and we accidentally stumbled across a very simple solution.
..Now place a second Controlinator on the Sackbot's circuitboard with default settings.
Inside the second Controlinator place a 1% battery, and wire it to either input (or both) of the right analog stick.
Whaaa, that seems, well, a little bizarre. Even if it does solve the issue, how does that make sense? Is the 1% too weak to move the arms, but since it 'is' a signal, it doesn't reset them?
2011-06-27 07:27:00

Author:
SSTAGG1
Posts: 1136


I guess it's treated as 'not off' so it holds the last input. And the reset position is when off completely. If you move your 100% signal only looses a slight amount of input so you probably don't notice any difference.2011-06-27 07:47:00

Author:
Mr_Fusion
Posts: 1799


I came up with this elaborate system a few months ago...

Ditto.

Still, I spent even more time on building a reliable speed sensor, and it looks as if the Move Pack's gonna make all that redundant too.



...how does that make sense? Is the 1% too weak to move the arms, but since it 'is' a signal, it doesn't reset them?

As far as I can tell, the effective signal for the Sackbot's right analog stick is determined by the greatest of all Controlinator signals being presented to it, and that the Sackbot's aim only resets when the signal is zero.

IIRC, the right analog stick doesn't produce any signal less than 25%, so a 1% battery will never have any effect, other than to prevent the overall signal dropping to zero.
2011-06-27 17:06:00

Author:
Aya042
Posts: 2870


As far as I can tell, the effective signal for the Sackbot's right analog stick is determined by the greatest of all Controlinator signals being presented to it, and that the Sackbot's aim only resets when the signal is zero.

IIRC, the right analog stick doesn't produce any signal less than 25%, so a 1% battery will never have any effect, other than to prevent the overall signal dropping to zero.
That would explain it. I never realized <25% signals had no effect.
2011-06-27 17:20:00

Author:
SSTAGG1
Posts: 1136


I spent even more time on building a reliable speed sensor, and it looks as if the Move Pack's gonna make all that redundant too.

That's cool. I never could rig a speed sensor I was happy with. The best I could do was a trail of emitted tags and a closeness sensor. It works well enough for applications where precision wasn't an issue, but I wouldn't trust its accuracy enough to use it for a full blown speedometer.
2011-06-28 08:02:00

Author:
Sehven
Posts: 2188


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