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How do you make a sackbot flee a tag?

Archive: 7 posts


I've seen this question asked before but it's buried now so I'm going to re-ask it again, how to you get a sackbot to flee from a tag? I had heard some way to do it that involved a tag sensor but I tried it and it didn't seem to work.2011-07-05 03:46:00

Author:
Joey9898
Posts: 131


Can't you just use a follower and set flee from tag? Disable up/down.

I've never used sackbots, so I'm not the best source, but I've seen movers used with them, so this seems like it 'should' work.
2011-07-05 04:04:00

Author:
SSTAGG1
Posts: 1136


Hmmm, this is the kind of thing that SHOULD just be an option on the sackbot. Perhaps MM will add it later, but in the meantime I will try to throw something together and see if I can make it work.

I'm thinking of using a tag sensor to activate a second AI on the sackbot.
2011-07-05 07:23:00

Author:
sp0ngyraver
Posts: 407


I would make it so when you want the sackbot to flee, instead of setting up some advanced AI system, simply make the tag itself move to away from where you want the sackbot to fell from. OR make multiple tags, and have the sackbot follow a different tag when it gets too close to the first one.2011-07-06 05:51:00

Author:
kvbkvb
Posts: 63


That's clever, in fact, it think you can set a follower on a piece of invisible hologram to stay in front of you a few feet, then set the sackbot to follow a tag on the same piece of hologram. Just give the follower a larger minimum follow distance so it never gets close to you. I know it can be done because they did it in the story. I'm just not 100% sure on their specific methods. I think you want the followers acc/dec to 100% too.2011-07-06 07:41:00

Author:
sp0ngyraver
Posts: 407


Hi Joey9898. Ok heres what to do.

1. Place a basic sackbot and open his base chip. On this base chip you,ll see his basic behaviour chip. Tweek this and set him to IDLE and LOOKS AROUND. (the latter is just cosmetic)
2. On the sackbots base chip place a GREEN TAG SENSOR connected to a NOT GATE and connect this to the first, basic idle behaviour chip.
3. Place another behaviour chip above the last one, but, on this new one set it to FLEE. Again wire another connection from the GREEN TAG SENSOR directly into this.
4. Now for testing it, make a piece of 2x2 polystyrene material and in the middle of it put a GREEN TAG. Job done.

HOW IT WORKS-
While the GREEN TAG is NOT in range of the TAG SENSOR it will activate the NOT gate and trigger the chip that does the IDLE animation.
As you push the GREEN TAG in range of the GREEN TAG SENSOR it will trigger the second FLEE chip.
You can just attach the GREEN TAG to anything you wish, even a holo block following sackboy (although if you just want him to run from the player just set him to flee and no tag is needed)
2011-07-06 13:42:00

Author:
Sean88
Posts: 662


Awesome, I haven't tried it yet, but it looks like it will work.2011-07-07 03:22:00

Author:
Joey9898
Posts: 131


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