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Top down guns
Archive: 11 posts
Im making a Top down shooter that allows you to change guns. Each gun has a Tag Follower and Look at rotator. But the gun doesn't stop spinning. How can I fix it? | 2011-07-02 03:14:00 Author: Zero10100 Posts: 385 |
This is the logic for my top-down gun... http://ib.lbp.me/img/ft/80b6ae9eae9dfdc790c84c90116cdfae8bfda34e.png Look at the far right MC. Notice the joystick rotator. What I've done is output the right analogue sticks into an OR gate, and then into a positional sequencer (with battery covering entire length). This will detect if any value is being output by the stick. The battery goes into the joystick rotator (since when output from stick, I want it to be on), but also goes through a NOT gate and into a basic rotator (can use any rotator for this, so long as there is 0 turn speed, and 100% acceleration). This will instantly rotate the gun at 0 speed whenever there is no output from the stick, meaning it will not spin. | 2011-07-02 03:49:00 Author: SSTAGG1 Posts: 1136 |
Also, you can change guns.....funny. The logic I posted above also shows what I use to pick up and drop guns. It's rather complicated though (this was version 1 of the gun logic, I'm on v5 now). | 2011-07-02 03:52:00 Author: SSTAGG1 Posts: 1136 |
To stop it spinning it. You could just put a gyroscope set to 100 accel and 1500 speed. | 2011-07-02 04:18:00 Author: fighterwindplus Posts: 403 |
^ But then it'd point in whichever direction the gyroscope is, which looks bad. EDIT: Hmm, maybe put a gyro with 0 rotation but 100% accel... never tried it (or I did and forgot it doesn't work) | 2011-07-02 05:34:00 Author: SSTAGG1 Posts: 1136 |
Plug both outs of the stick on the controlinator (the one you're using to aim) into an OR gate, the OR gate into a NOT gate, the NOT gate into a Rotator set to 0 speed, acceleration 100% (sstagg, you don't need the Sequencer in that setup up there, OR straight into NOT works just fine) | 2011-07-03 19:39:00 Author: Epicurean Dreamer Posts: 224 |
Yes, that would work as well . Going to have to change mine, as that is slightly more simple. | 2011-07-03 19:42:00 Author: SSTAGG1 Posts: 1136 |
I used the sequencer to detect when small analog stick signals are sent. Without it, you need to push the stick past a certain threshold for it to respond, mine just removes that threshold. | 2011-07-08 09:11:00 Author: SSTAGG1 Posts: 1136 |
To stop anything from spinning I prefer a simple rotator set to 0 speed with deceleration set to 100%. A grav tweaker set to 100% dampening will stop it from rotating, but will also cancel all other movement. A gyro will stop it from rotating but it will also point the object into a global direction. I find the rotator option has the least impact on other aspects of my spinning object. | 2011-07-08 09:37:00 Author: Antikris Posts: 1340 |
I've gotta agree with most of the other posts, a basic rotator with acceleration at 100% set to 0 rotate speed that is active whenever the joystick rotator is off. Most of the time a joystick rotator MUST go hand in hand with a basic rotator, because the joystick rotator always gets stuck when you release the stick. I hope this helps. | 2011-07-08 09:51:00 Author: sp0ngyraver Posts: 407 |
You can also pull out a gravity logic, and set it to 90% dampening. | 2011-07-08 17:34:00 Author: zzmorg82 Posts: 948 |
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