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#1

Logic not for the feint of heart

Archive: 11 posts


ok so, I have a bat that I control with a controlinator. I have a ball that moves at a given speed in any direction. now, I'd like to be able to produce a different velocity for the ball depending on how fast i'm moving the bat in a given direction aswell as the speed of the ball before It gets hit. I'm close to figuring this out, but I think I've messed a few pieces up.

Mr. Face
2011-07-19 06:35:00

Author:
Unknown User


Can you give some screen shots on what you need help with. Or some more detail.2011-07-19 08:44:00

Author:
fighterwindplus
Posts: 403


im going to assume, i hope this doesn't make an ***- out of -u and -me! HA HA! that was a kneeslapper... anywho... so you could set the mover on the the ball and instead of using on/off set it to speed scale! connect a tag sensor, set it to (value?) the setting other then proximity, and then have as many tags hooked up by batterys in micro chips as you want value wise, the battery values should be the percent of the max speed it should go... example you have acceleration and deceleration too 100, and set the left right speed (the left right up and down are whatever but...) and set it to 100 lets say, that is a reeeeeally fast ball, but were using percentages sooooo. okay now have the battery have percents like 10 20 and 50 if your using 3, now lets hook it up by a selector, each microchip (the ones with the batterys in em) should be conected via the selector now you can test this as is, it should work fine, if not pm me and ill see what i can do cheers!2011-07-19 09:36:00

Author:
dragonights
Posts: 209


OP: Before anyone jumps into this thread and starts spending his or her time on thinking out a solution to your problem, can you first explain why you think the physics engine of this game does not suffice? A piece of wood hitting a piece of rubber. The rubber will bounce and depending on impact velocity with the bat, the bat's angle, the ball's rotation, both bat and ball size and trajectory will all influence the result.

The game's physics engine is already trying to simulate that so now you plan on using another simulation within the simulation to imitate the simulation; it is possible, but is it effective and efficient?
2011-07-19 12:25:00

Author:
Antikris
Posts: 1340


@antikris this set up is right up your alley. We spent about 2 hours on it yesterday.

You are right, the games physics engine does a decent job of making objects react to different forces. The problem here is that the object is not moving around according to the normal physics of the game since its movement is also influenced by logic, not just the physics engine. It's a top down design.

I will let babyface provide more detail. Not sure how much he wants to share.
2011-07-19 13:55:00

Author:
shane_danger
Posts: 283


Pretty much what the other guy said, can you show us a pic of some what bat logic???2011-07-19 15:54:00

Author:
zzmorg82
Posts: 948


Pretty much what the other guy said, can you show us a pic of some what bat logic???

We can't stop here. This is bat logic!
2011-07-19 16:07:00

Author:
Antikris
Posts: 1340


We can't stop here. This is bat logic!

I hope I'm not the only one who gets this reference.
2011-07-19 18:14:00

Author:
shane_danger
Posts: 283


I hope I'm not the only one who gets this reference.


http://www.youtube.com/watch?v=EGgnCfu-aKQhttp://www.youtube.com/watch?v=EGgnCfu-aKQ

LOL!!... check out at around 2:24
2011-07-19 18:29:00

Author:
jwwphotos
Posts: 11383


yes i realize the game has it own physics engine but this is a situation where the ingame physics wont apply because of several factor ie everything has antigrav. among other reasons. so my layout start with a bounding box...(impact sensors) and movers. blah blah blah. now i know that an impact will generate 100% signal. so if thats all thats going to said movers the speed and trajectory will always be the same. i know that somewhere between the sensors and the mover i need to add logic that will add or subtract the speed of the bat to the ball to be able to change velocity but what i now have is something that ignores it boundaries2011-07-19 20:23:00

Author:
Unknown User


we can't stop here. This is bat logic!

genius!!!!
2011-07-19 23:21:00

Author:
Epicurean Dreamer
Posts: 224


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